/* EQEMu: Everquest Server Emulator Copyright (C) 2001-2002 EQEMu Development Team (http://eqemulator.net) This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; version 2 of the License. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY except by those people which sell it, which are required to give you total support for your newly bought product; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ #include "../common/rulesys.h" #include "../common/string_util.h" #include "client.h" #include "entity.h" #include "mob.h" #include "string_ids.h" #include "lua_parser.h" #include extern double frame_time; int Mob::GetBaseSkillDamage(EQ::skills::SkillType skill, Mob *target) { int base = EQ::skills::GetBaseDamage(skill); auto skill_level = GetSkill(skill); switch (skill) { case EQ::skills::SkillDragonPunch: case EQ::skills::SkillEagleStrike: case EQ::skills::SkillTigerClaw: case EQ::skills::SkillRoundKick: if (skill_level >= 25) base++; if (skill_level >= 75) base++; if (skill_level >= 125) base++; if (skill_level >= 175) base++; return base; case EQ::skills::SkillFrenzy: if (IsClient() && CastToClient()->GetInv().GetItem(EQ::invslot::slotPrimary)) { if (GetLevel() > 15) base += GetLevel() - 15; if (base > 23) base = 23; if (GetLevel() > 50) base += 2; if (GetLevel() > 54) base++; if (GetLevel() > 59) base++; } return base; case EQ::skills::SkillFlyingKick: { float skill_bonus = skill_level / 9.0f; float ac_bonus = 0.0f; if (IsClient()) { auto inst = CastToClient()->GetInv().GetItem(EQ::invslot::slotFeet); if (inst) ac_bonus = inst->GetItemArmorClass(true) / 25.0f; } if (ac_bonus > skill_bonus) ac_bonus = skill_bonus; return static_cast(ac_bonus + skill_bonus); } case EQ::skills::SkillKick: { // there is some base *= 4 case in here? float skill_bonus = skill_level / 10.0f; float ac_bonus = 0.0f; if (IsClient()) { auto inst = CastToClient()->GetInv().GetItem(EQ::invslot::slotFeet); if (inst) ac_bonus = inst->GetItemArmorClass(true) / 25.0f; } if (ac_bonus > skill_bonus) ac_bonus = skill_bonus; return static_cast(ac_bonus + skill_bonus); } case EQ::skills::SkillBash: { float skill_bonus = skill_level / 10.0f; float ac_bonus = 0.0f; const EQ::ItemInstance *inst = nullptr; if (IsClient()) { if (HasShieldEquiped()) inst = CastToClient()->GetInv().GetItem(EQ::invslot::slotSecondary); else if (HasTwoHanderEquipped()) inst = CastToClient()->GetInv().GetItem(EQ::invslot::slotPrimary); } if (inst) ac_bonus = inst->GetItemArmorClass(true) / 25.0f; else return 0; // return 0 in cases where we don't have an item if (ac_bonus > skill_bonus) ac_bonus = skill_bonus; return static_cast(ac_bonus + skill_bonus); } case EQ::skills::SkillBackstab: { float skill_bonus = static_cast(skill_level) * 0.02f; base = 3; // There seems to be a base 3 for NPCs or some how BS w/o weapon? // until we get a better inv system for NPCs they get nerfed! if (IsClient()) { auto *inst = CastToClient()->GetInv().GetItem(EQ::invslot::slotPrimary); if (inst && inst->GetItem() && inst->GetItem()->ItemType == EQ::item::ItemType1HPiercing) { base = inst->GetItemBackstabDamage(true); if (!inst->GetItemBackstabDamage()) base += inst->GetItemWeaponDamage(true); if (target) { if (inst->GetItemElementalFlag(true) && inst->GetItemElementalDamage(true)) base += target->ResistElementalWeaponDmg(inst); if (inst->GetItemBaneDamageBody(true) || inst->GetItemBaneDamageRace(true)) base += target->CheckBaneDamage(inst); } } } else if (IsNPC()) { auto *npc = CastToNPC(); base = std::max(base, npc->GetBaseDamage()); // parses show relatively low BS mods from lots of NPCs, so either their BS skill is super low // or their mod is divided again, this is probably not the right mod, but it's better skill_bonus /= 3.0f; } // ahh lets make sure everything is casted right :P ugly but w/e return static_cast(static_cast(base) * (skill_bonus + 2.0f)); } default: return 0; } } void Mob::DoSpecialAttackDamage(Mob *who, EQ::skills::SkillType skill, int32 base_damage, int32 min_damage, int32 hate_override, int ReuseTime) { // this really should go through the same code as normal melee damage to // pick up all the special behavior there if ((who == nullptr || ((IsClient() && CastToClient()->dead) || (who->IsClient() && who->CastToClient()->dead)) || HasDied() || (!IsAttackAllowed(who)))) return; DamageHitInfo my_hit; my_hit.damage_done = 1; // min 1 dmg my_hit.base_damage = base_damage; my_hit.min_damage = min_damage; my_hit.skill = skill; if (my_hit.base_damage == 0) my_hit.base_damage = GetBaseSkillDamage(my_hit.skill); if (base_damage == DMG_INVULNERABLE) my_hit.damage_done = DMG_INVULNERABLE; if (who->GetInvul() || who->GetSpecialAbility(IMMUNE_MELEE)) my_hit.damage_done = DMG_INVULNERABLE; if (who->GetSpecialAbility(IMMUNE_MELEE_EXCEPT_BANE) && skill != EQ::skills::SkillBackstab) my_hit.damage_done = DMG_INVULNERABLE; uint32 hate = my_hit.base_damage; if (hate_override > -1) hate = hate_override; if (skill == EQ::skills::SkillBash) { if (IsClient()) { EQ::ItemInstance *item = CastToClient()->GetInv().GetItem(EQ::invslot::slotSecondary); if (item) { if (item->GetItem()->ItemType == EQ::item::ItemTypeShield) { hate += item->GetItem()->AC; } const EQ::ItemData *itm = item->GetItem(); auto fbash = GetFuriousBash(itm->Focus.Effect); hate = hate * (100 + fbash) / 100; if (fbash) MessageString(Chat::Spells, GLOWS_RED, itm->Name); } } } my_hit.offense = offense(my_hit.skill); my_hit.tohit = GetTotalToHit(my_hit.skill, 0); my_hit.hand = EQ::invslot::slotPrimary; // Avoid checks hand for throwing/archery exclusion, primary should // work for most if (skill == EQ::skills::SkillThrowing || skill == EQ::skills::SkillArchery) my_hit.hand = EQ::invslot::slotRange; DoAttack(who, my_hit); who->AddToHateList(this, hate, 0); if (my_hit.damage_done > 0 && aabonuses.SkillAttackProc[SBIndex::SKILLPROC_CHANCE] && aabonuses.SkillAttackProc[SBIndex::SKILLPROC_SKILL] == skill && IsValidSpell(aabonuses.SkillAttackProc[SBIndex::SKILLPROC_SPELL_ID])) { float chance = aabonuses.SkillAttackProc[SBIndex::SKILLPROC_CHANCE] / 1000.0f; if (zone->random.Roll(chance)) SpellFinished(aabonuses.SkillAttackProc[SBIndex::SKILLPROC_SPELL_ID], who, EQ::spells::CastingSlot::Item, 0, -1, spells[aabonuses.SkillAttackProc[SBIndex::SKILLPROC_SPELL_ID]].ResistDiff); } who->Damage(this, my_hit.damage_done, SPELL_UNKNOWN, skill, false); // Make sure 'this' has not killed the target and 'this' is not dead (Damage shield ect). if (!GetTarget()) return; if (HasDied()) return; if (HasSkillProcs()) TrySkillProc(who, skill, ReuseTime * 1000); if (my_hit.damage_done > 0 && HasSkillProcSuccess()) TrySkillProc(who, skill, ReuseTime * 1000, true); } // We should probably refactor this to take the struct not the packet void Client::OPCombatAbility(const CombatAbility_Struct *ca_atk) { if (!GetTarget()) return; // make sure were actually able to use such an attack. if (spellend_timer.Enabled() || IsFeared() || IsStunned() || IsMezzed() || DivineAura() || dead) return; pTimerType timer = pTimerCombatAbility; // RoF2+ Tiger Claw is unlinked from other monk skills, if they ever do that for other classes there will need // to be more checks here if (ClientVersion() >= EQ::versions::ClientVersion::RoF2 && ca_atk->m_skill == EQ::skills::SkillTigerClaw) timer = pTimerCombatAbility2; bool CanBypassSkillCheck = false; if (ca_atk->m_skill == EQ::skills::SkillBash) { // SLAM - Bash without a shield equipped switch (GetRace()) { case OGRE: case TROLL: case BARBARIAN: CanBypassSkillCheck = true; default: break; } } /* Check to see if actually have skill */ if (!MaxSkill(static_cast(ca_atk->m_skill)) && !CanBypassSkillCheck) return; if (GetTarget()->GetID() != ca_atk->m_target) return; // invalid packet. if (!IsAttackAllowed(GetTarget())) return; // These two are not subject to the combat ability timer, as they // allready do their checking in conjunction with the attack timer // throwing weapons if (ca_atk->m_atk == EQ::invslot::slotRange) { if (ca_atk->m_skill == EQ::skills::SkillThrowing) { SetAttackTimer(); ThrowingAttack(GetTarget()); if (CheckDoubleRangedAttack()) ThrowingAttack(GetTarget(), true); return; } // ranged attack (archery) if (ca_atk->m_skill == EQ::skills::SkillArchery) { SetAttackTimer(); RangedAttack(GetTarget()); if (CheckDoubleRangedAttack()) RangedAttack(GetTarget(), true); return; } // could we return here? Im not sure is m_atk 11 is used for real specials } // check range for all these abilities, they are all close combat stuff if (!CombatRange(GetTarget())) return; if (!p_timers.Expired(&database, timer, false)) { Message(Chat::Red, "Ability recovery time not yet met."); return; } int ReuseTime = 0; int ClientHaste = GetHaste(); int HasteMod = 0; if (ClientHaste >= 0) HasteMod = (10000 / (100 + ClientHaste)); //+100% haste = 2x as many attacks else HasteMod = (100 - ClientHaste); //-100% haste = 1/2 as many attacks int32 dmg = 0; int32 skill_reduction = this->GetSkillReuseTime(ca_atk->m_skill); // not sure what the '100' indicates..if ->m_atk is not used as 'slot' reference, then change SlotRange above back to '11' if (ca_atk->m_atk == 100 && ca_atk->m_skill == EQ::skills::SkillBash) { // SLAM - Bash without a shield equipped if (GetTarget() != this) { CheckIncreaseSkill(EQ::skills::SkillBash, GetTarget(), 10); DoAnim(animTailRake, 0, false); int32 ht = 0; if (GetWeaponDamage(GetTarget(), GetInv().GetItem(EQ::invslot::slotSecondary)) <= 0 && GetWeaponDamage(GetTarget(), GetInv().GetItem(EQ::invslot::slotShoulders)) <= 0) dmg = -5; else ht = dmg = GetBaseSkillDamage(EQ::skills::SkillBash, GetTarget()); ReuseTime = BashReuseTime - 1 - skill_reduction; ReuseTime = (ReuseTime * HasteMod) / 100; DoSpecialAttackDamage(GetTarget(), EQ::skills::SkillBash, dmg, 0, ht, ReuseTime); if (ReuseTime > 0) p_timers.Start(timer, ReuseTime); } return; } if (ca_atk->m_atk == 100 && ca_atk->m_skill == EQ::skills::SkillFrenzy) { CheckIncreaseSkill(EQ::skills::SkillFrenzy, GetTarget(), 10); int AtkRounds = 1; int32 max_dmg = GetBaseSkillDamage(EQ::skills::SkillFrenzy, GetTarget()); DoAnim(anim2HSlashing, 0, false); max_dmg = mod_frenzy_damage(max_dmg); if (GetClass() == BERSERKER) { int chance = GetLevel() * 2 + GetSkill(EQ::skills::SkillFrenzy); if (zone->random.Roll0(450) < chance) AtkRounds++; if (zone->random.Roll0(450) < chance) AtkRounds++; } ReuseTime = FrenzyReuseTime - 1 - skill_reduction; ReuseTime = (ReuseTime * HasteMod) / 100; while (AtkRounds > 0) { if (GetTarget()) DoSpecialAttackDamage(GetTarget(), EQ::skills::SkillFrenzy, max_dmg, 0, max_dmg, ReuseTime); AtkRounds--; } if (ReuseTime > 0) p_timers.Start(timer, ReuseTime); return; } switch (GetClass()) { case BERSERKER: case WARRIOR: case RANGER: case BEASTLORD: if (ca_atk->m_atk != 100 || ca_atk->m_skill != EQ::skills::SkillKick) break; if (GetTarget() != this) { CheckIncreaseSkill(EQ::skills::SkillKick, GetTarget(), 10); DoAnim(animKick, 0, false); int32 ht = 0; if (GetWeaponDamage(GetTarget(), GetInv().GetItem(EQ::invslot::slotFeet)) <= 0) dmg = -5; else ht = dmg = GetBaseSkillDamage(EQ::skills::SkillKick, GetTarget()); ReuseTime = KickReuseTime - 1 - skill_reduction; DoSpecialAttackDamage(GetTarget(), EQ::skills::SkillKick, dmg, 0, ht, ReuseTime); } break; case MONK: { ReuseTime = MonkSpecialAttack(GetTarget(), ca_atk->m_skill) - 1 - skill_reduction; // Live AA - Technique of Master Wu int wuchance = itembonuses.DoubleSpecialAttack + spellbonuses.DoubleSpecialAttack + aabonuses.DoubleSpecialAttack; if (wuchance) { const int MonkSPA[5] = { EQ::skills::SkillFlyingKick, EQ::skills::SkillDragonPunch, EQ::skills::SkillEagleStrike, EQ::skills::SkillTigerClaw, EQ::skills::SkillRoundKick }; int extra = 0; // always 1/4 of the double attack chance, 25% at rank 5 (100/4) while (wuchance > 0) { if (zone->random.Roll(wuchance)) { ++extra; } else { break; } wuchance /= 4; } // They didn't add a string ID for this. std::string msg = StringFormat("The spirit of Master Wu fills you! You gain %d additional attack(s).", extra); // live uses 400 here -- not sure if it's the best for all clients though SendColoredText(400, msg); auto classic = RuleB(Combat, ClassicMasterWu); while (extra) { MonkSpecialAttack(GetTarget(), (classic ? MonkSPA[zone->random.Int(0, 4)] : ca_atk->m_skill)); --extra; } } if (ReuseTime < 100) { // hackish... but we return a huge reuse time if this is an // invalid skill, otherwise, we can safely assume it is a // valid monk skill and just cast it to a SkillType CheckIncreaseSkill((EQ::skills::SkillType)ca_atk->m_skill, GetTarget(), 10); } break; } case ROGUE: { if (ca_atk->m_atk != 100 || ca_atk->m_skill != EQ::skills::SkillBackstab) break; ReuseTime = BackstabReuseTime-1 - skill_reduction; TryBackstab(GetTarget(), ReuseTime); break; } default: //they have no abilities... wtf? make em wait a bit ReuseTime = 9 - skill_reduction; break; } ReuseTime = (ReuseTime * HasteMod) / 100; if (ReuseTime > 0) { p_timers.Start(timer, ReuseTime); } } //returns the reuse time in sec for the special attack used. int Mob::MonkSpecialAttack(Mob *other, uint8 unchecked_type) { if (!other) return 0; int32 ndamage = 0; int32 max_dmg = 0; int32 min_dmg = 0; int reuse = 0; EQ::skills::SkillType skill_type; // to avoid casting... even though it "would work" uint8 itemslot = EQ::invslot::slotFeet; if (IsNPC()) { auto *npc = CastToNPC(); min_dmg = npc->GetMinDamage(); } switch (unchecked_type) { case EQ::skills::SkillFlyingKick: skill_type = EQ::skills::SkillFlyingKick; max_dmg = GetBaseSkillDamage(skill_type); min_dmg = 0; // revamped FK formula is missing the min mod? DoAnim(animFlyingKick, 0, false); reuse = FlyingKickReuseTime; break; case EQ::skills::SkillDragonPunch: skill_type = EQ::skills::SkillDragonPunch; max_dmg = GetBaseSkillDamage(skill_type); itemslot = EQ::invslot::slotHands; DoAnim(animTailRake, 0, false); reuse = TailRakeReuseTime; break; case EQ::skills::SkillEagleStrike: skill_type = EQ::skills::SkillEagleStrike; max_dmg = GetBaseSkillDamage(skill_type); itemslot = EQ::invslot::slotHands; DoAnim(animEagleStrike, 0, false); reuse = EagleStrikeReuseTime; break; case EQ::skills::SkillTigerClaw: skill_type = EQ::skills::SkillTigerClaw; max_dmg = GetBaseSkillDamage(skill_type); itemslot = EQ::invslot::slotHands; DoAnim(animTigerClaw, 0, false); reuse = TigerClawReuseTime; break; case EQ::skills::SkillRoundKick: skill_type = EQ::skills::SkillRoundKick; max_dmg = GetBaseSkillDamage(skill_type); DoAnim(animRoundKick, 0, false); reuse = RoundKickReuseTime; break; case EQ::skills::SkillKick: skill_type = EQ::skills::SkillKick; max_dmg = GetBaseSkillDamage(skill_type); DoAnim(animKick, 0, false); reuse = KickReuseTime; break; default: Log(Logs::Detail, Logs::Attack, "Invalid special attack type %d attempted", unchecked_type); return (1000); /* nice long delay for them, the caller depends on this! */ } if (IsClient()) { if (GetWeaponDamage(other, CastToClient()->GetInv().GetItem(itemslot)) <= 0) { max_dmg = DMG_INVULNERABLE; } } else { if (GetWeaponDamage(other, (const EQ::ItemData *)nullptr) <= 0) { max_dmg = DMG_INVULNERABLE; } } int32 ht = 0; if (max_dmg > 0) ht = max_dmg; // This can potentially stack with changes to kick damage ht = ndamage = mod_monk_special_damage(ndamage, skill_type); DoSpecialAttackDamage(other, skill_type, max_dmg, min_dmg, ht, reuse); return reuse; } void Mob::TryBackstab(Mob *other, int ReuseTime) { if(!other) return; bool bIsBehind = false; bool bCanFrontalBS = false; //make sure we have a proper weapon if we are a client. if(IsClient()) { const EQ::ItemInstance *wpn = CastToClient()->GetInv().GetItem(EQ::invslot::slotPrimary); if (!wpn || (wpn->GetItem()->ItemType != EQ::item::ItemType1HPiercing)){ MessageString(Chat::Red, BACKSTAB_WEAPON); return; } } //Live AA - Triple Backstab int tripleChance = itembonuses.TripleBackstab + spellbonuses.TripleBackstab + aabonuses.TripleBackstab; if (BehindMob(other, GetX(), GetY())) bIsBehind = true; else { //Live AA - Seized Opportunity int FrontalBSChance = itembonuses.FrontalBackstabChance + spellbonuses.FrontalBackstabChance + aabonuses.FrontalBackstabChance; if (FrontalBSChance && zone->random.Roll(FrontalBSChance)) bCanFrontalBS = true; } if (bIsBehind || bCanFrontalBS || (IsNPC() && CanFacestab())) { // Player is behind other OR can do Frontal Backstab if (bCanFrontalBS && IsClient()) // I don't think there is any message ... CastToClient()->Message(Chat::White,"Your fierce attack is executed with such grace, your target did not see it coming!"); RogueBackstab(other,false,ReuseTime); if (level > 54) { // TODO: 55-59 doesn't appear to match just checking double attack, 60+ does though if(IsClient() && CastToClient()->CheckDoubleAttack()) { if(other->GetHP() > 0) RogueBackstab(other,false,ReuseTime); if (tripleChance && other->GetHP() > 0 && zone->random.Roll(tripleChance)) RogueBackstab(other,false,ReuseTime); } } if(IsClient()) CastToClient()->CheckIncreaseSkill(EQ::skills::SkillBackstab, other, 10); } //Live AA - Chaotic Backstab else if(aabonuses.FrontalBackstabMinDmg || itembonuses.FrontalBackstabMinDmg || spellbonuses.FrontalBackstabMinDmg) { m_specialattacks = eSpecialAttacks::ChaoticStab; //we can stab from any angle, we do min damage though. // chaotic backstab can't double etc Seized can, but that's because it's a chance to do normal BS // Live actually added SPA 473 which grants chance to double here when they revamped chaotic/seized RogueBackstab(other, true, ReuseTime); if(IsClient()) CastToClient()->CheckIncreaseSkill(EQ::skills::SkillBackstab, other, 10); m_specialattacks = eSpecialAttacks::None; int double_bs_front = aabonuses.Double_Backstab_Front + itembonuses.Double_Backstab_Front + spellbonuses.Double_Backstab_Front; if (double_bs_front && other->GetHP() > 0 && zone->random.Roll(double_bs_front)) RogueBackstab(other, false, ReuseTime); } else { //We do a single regular attack if we attack from the front without chaotic stab Attack(other, EQ::invslot::slotPrimary); } } //heko: backstab void Mob::RogueBackstab(Mob* other, bool min_damage, int ReuseTime) { if (!other) return; uint32 hate = 0; // make sure we can hit (bane, magical, etc) if (IsClient()) { const EQ::ItemInstance *wpn = CastToClient()->GetInv().GetItem(EQ::invslot::slotPrimary); if (!GetWeaponDamage(other, wpn)) return; } else if (!GetWeaponDamage(other, (const EQ::ItemData*)nullptr)){ return; } int base_damage = GetBaseSkillDamage(EQ::skills::SkillBackstab, other); hate = base_damage; DoSpecialAttackDamage(other, EQ::skills::SkillBackstab, base_damage, 0, hate, ReuseTime); DoAnim(anim1HPiercing, 0, false); } // assassinate [No longer used for regular assassinate 6-29-14] void Mob::RogueAssassinate(Mob* other) { //can you dodge, parry, etc.. an assassinate?? //if so, use DoSpecialAttackDamage(other, BACKSTAB, 32000); instead if (GetWeaponDamage(other, IsClient() ? CastToClient()->GetInv().GetItem(EQ::invslot::slotPrimary) : (const EQ::ItemInstance*)nullptr) > 0){ other->Damage(this, 32000, SPELL_UNKNOWN, EQ::skills::SkillBackstab); }else{ other->Damage(this, -5, SPELL_UNKNOWN, EQ::skills::SkillBackstab); } DoAnim(anim1HPiercing, 0, false); //piercing animation } void Client::RangedAttack(Mob* other, bool CanDoubleAttack) { //conditions to use an attack checked before we are called if (!other) return; //make sure the attack and ranged timers are up //if the ranged timer is disabled, then they have no ranged weapon and shouldent be attacking anyhow if(!CanDoubleAttack && ((attack_timer.Enabled() && !attack_timer.Check(false)) || (ranged_timer.Enabled() && !ranged_timer.Check()))) { LogCombat("Throwing attack canceled. Timer not up. Attack [{}], ranged [{}]", attack_timer.GetRemainingTime(), ranged_timer.GetRemainingTime()); // The server and client timers are not exact matches currently, so this would spam too often if enabled //Message(0, "Error: Timer not up. Attack %d, ranged %d", attack_timer.GetRemainingTime(), ranged_timer.GetRemainingTime()); return; } const EQ::ItemInstance* RangeWeapon = m_inv[EQ::invslot::slotRange]; //locate ammo int ammo_slot = EQ::invslot::slotAmmo; const EQ::ItemInstance* Ammo = m_inv[EQ::invslot::slotAmmo]; if (!RangeWeapon || !RangeWeapon->IsClassCommon()) { LogCombat("Ranged attack canceled. Missing or invalid ranged weapon ([{}]) in slot [{}]", GetItemIDAt(EQ::invslot::slotRange), EQ::invslot::slotRange); Message(0, "Error: Rangeweapon: GetItem(%i)==0, you have no bow!", GetItemIDAt(EQ::invslot::slotRange)); return; } if (!Ammo || !Ammo->IsClassCommon()) { LogCombat("Ranged attack canceled. Missing or invalid ammo item ([{}]) in slot [{}]", GetItemIDAt(EQ::invslot::slotAmmo), EQ::invslot::slotAmmo); Message(0, "Error: Ammo: GetItem(%i)==0, you have no ammo!", GetItemIDAt(EQ::invslot::slotAmmo)); return; } const EQ::ItemData* RangeItem = RangeWeapon->GetItem(); const EQ::ItemData* AmmoItem = Ammo->GetItem(); if (RangeItem->ItemType != EQ::item::ItemTypeBow) { LogCombat("Ranged attack canceled. Ranged item is not a bow. type [{}]", RangeItem->ItemType); Message(0, "Error: Rangeweapon: Item %d is not a bow.", RangeWeapon->GetID()); return; } if (AmmoItem->ItemType != EQ::item::ItemTypeArrow) { LogCombat("Ranged attack canceled. Ammo item is not an arrow. type [{}]", AmmoItem->ItemType); Message(0, "Error: Ammo: type %d != %d, you have the wrong type of ammo!", AmmoItem->ItemType, EQ::item::ItemTypeArrow); return; } LogCombat("Shooting [{}] with bow [{}] ([{}]) and arrow [{}] ([{}])", other->GetName(), RangeItem->Name, RangeItem->ID, AmmoItem->Name, AmmoItem->ID); //look for ammo in inventory if we only have 1 left... if(Ammo->GetCharges() == 1) { //first look for quivers int r; bool found = false; for (r = EQ::invslot::GENERAL_BEGIN; r <= EQ::invslot::GENERAL_END; r++) { const EQ::ItemInstance *pi = m_inv[r]; if (pi == nullptr || !pi->IsClassBag()) continue; const EQ::ItemData* bagitem = pi->GetItem(); if (!bagitem || bagitem->BagType != EQ::item::BagTypeQuiver) continue; //we found a quiver, look for the ammo in it int i; for (i = 0; i < bagitem->BagSlots; i++) { EQ::ItemInstance* baginst = pi->GetItem(i); if(!baginst) continue; //empty if(baginst->GetID() == Ammo->GetID()) { //we found it... use this stack //the item wont change, but the instance does Ammo = baginst; ammo_slot = m_inv.CalcSlotId(r, i); found = true; LogCombat("Using ammo from quiver stack at slot [{}]. [{}] in stack", ammo_slot, Ammo->GetCharges()); break; } } if(found) break; } if(!found) { //if we dont find a quiver, look through our inventory again //not caring if the thing is a quiver. int32 aslot = m_inv.HasItem(AmmoItem->ID, 1, invWherePersonal); if (aslot != INVALID_INDEX) { ammo_slot = aslot; Ammo = m_inv[aslot]; LogCombat("Using ammo from inventory stack at slot [{}]. [{}] in stack", ammo_slot, Ammo->GetCharges()); } } } float range = RangeItem->Range + AmmoItem->Range + GetRangeDistTargetSizeMod(GetTarget()); LogCombat("Calculated bow range to be [{}]", range); range *= range; float dist = DistanceSquared(m_Position, other->GetPosition()); if(dist > range) { LogCombat("Ranged attack out of range client should catch this. ([{}] > [{}]).\n", dist, range); MessageString(Chat::Red,TARGET_OUT_OF_RANGE);//Client enforces range and sends the message, this is a backup just incase. return; } else if(dist < (RuleI(Combat, MinRangedAttackDist)*RuleI(Combat, MinRangedAttackDist))){ MessageString(Chat::Yellow,RANGED_TOO_CLOSE);//Client enforces range and sends the message, this is a backup just incase. return; } if(!IsAttackAllowed(other) || IsCasting() || IsSitting() || (DivineAura() && !GetGM()) || IsStunned() || IsFeared() || IsMezzed() || (GetAppearance() == eaDead)){ return; } //Shoots projectile and/or applies the archery damage DoArcheryAttackDmg(other, RangeWeapon, Ammo,0,0,0,0,0,0, AmmoItem, ammo_slot); //EndlessQuiver AA base1 = 100% Chance to avoid consumption arrow. int ChanceAvoidConsume = aabonuses.ConsumeProjectile + itembonuses.ConsumeProjectile + spellbonuses.ConsumeProjectile; if (RangeItem->ExpendableArrow || !ChanceAvoidConsume || (ChanceAvoidConsume < 100 && zone->random.Int(0,99) > ChanceAvoidConsume)){ DeleteItemInInventory(ammo_slot, 1, true); LogCombat("Consumed one arrow from slot [{}]", ammo_slot); } else { LogCombat("Endless Quiver prevented ammo consumption"); } CheckIncreaseSkill(EQ::skills::SkillArchery, GetTarget(), -15); CommonBreakInvisibleFromCombat(); } void Mob::DoArcheryAttackDmg(Mob *other, const EQ::ItemInstance *RangeWeapon, const EQ::ItemInstance *Ammo, uint16 weapon_damage, int16 chance_mod, int16 focus, int ReuseTime, uint32 range_id, uint32 ammo_id, const EQ::ItemData *AmmoItem, int AmmoSlot, float speed) { if ((other == nullptr || ((IsClient() && CastToClient()->dead) || (other->IsClient() && other->CastToClient()->dead)) || HasDied() || (!IsAttackAllowed(other)) || (other->GetInvul() || other->GetSpecialAbility(IMMUNE_MELEE)))) { return; } const EQ::ItemInstance *_RangeWeapon = nullptr; const EQ::ItemInstance *_Ammo = nullptr; const EQ::ItemData *ammo_lost = nullptr; /* If LaunchProjectile is false this function will do archery damage on target, otherwise it will shoot the projectile at the target, once the projectile hits target this function is then run again to do the damage portion */ bool LaunchProjectile = false; if (RuleB(Combat, ProjectileDmgOnImpact)) { if (AmmoItem) { // won't be null when we are firing the arrow LaunchProjectile = true; } else { /* Item sync check on projectile landing. Weapon damage is already calculated so this only affects procs! Ammo proc check will use database to find proc if you used up your last ammo. If you change range item mid projectile flight, you loose your chance to proc from bow (Deal with it!). */ if (!RangeWeapon && !Ammo && range_id && ammo_id) { if (IsClient()) { _RangeWeapon = CastToClient()->m_inv[EQ::invslot::slotRange]; if (_RangeWeapon && _RangeWeapon->GetItem() && _RangeWeapon->GetItem()->ID == range_id) RangeWeapon = _RangeWeapon; _Ammo = CastToClient()->m_inv[AmmoSlot]; if (_Ammo && _Ammo->GetItem() && _Ammo->GetItem()->ID == ammo_id) Ammo = _Ammo; else ammo_lost = database.GetItem(ammo_id); } } } } else if (AmmoItem) { SendItemAnimation(other, AmmoItem, EQ::skills::SkillArchery); } LogCombat("Ranged attack hit [{}]", other->GetName()); uint32 hate = 0; int TotalDmg = 0; int WDmg = 0; int ADmg = 0; if (!weapon_damage) { WDmg = GetWeaponDamage(other, RangeWeapon); ADmg = GetWeaponDamage(other, Ammo); } else { WDmg = weapon_damage; } if (LaunchProjectile) { // 1: Shoot the Projectile once we calculate weapon damage. TryProjectileAttack(other, AmmoItem, EQ::skills::SkillArchery, (WDmg + ADmg), RangeWeapon, Ammo, AmmoSlot, speed); return; } // unsure when this should happen if (focus) // From FcBaseEffects WDmg += WDmg * focus / 100; if (WDmg > 0 || ADmg > 0) { if (WDmg < 0) WDmg = 0; if (ADmg < 0) ADmg = 0; int MaxDmg = WDmg + ADmg; hate = ((WDmg + ADmg)); if (RuleB(Combat, ProjectileDmgOnImpact)) { LogCombat("Bow and Arrow DMG [{}], Max Damage [{}]", WDmg, MaxDmg); } else { LogCombat("Bow DMG [{}], Arrow DMG [{}], Max Damage [{}]", WDmg, ADmg, MaxDmg); } if (MaxDmg == 0) MaxDmg = 1; DamageHitInfo my_hit; my_hit.base_damage = MaxDmg; my_hit.min_damage = 0; my_hit.damage_done = 1; my_hit.skill = EQ::skills::SkillArchery; my_hit.offense = offense(my_hit.skill); my_hit.tohit = GetTotalToHit(my_hit.skill, chance_mod); my_hit.hand = EQ::invslot::slotRange; DoAttack(other, my_hit); TotalDmg = my_hit.damage_done; } else { TotalDmg = DMG_INVULNERABLE; } if (IsClient() && !CastToClient()->GetFeigned()) other->AddToHateList(this, hate, 0); other->Damage(this, TotalDmg, SPELL_UNKNOWN, EQ::skills::SkillArchery); // Skill Proc Success if (TotalDmg > 0 && HasSkillProcSuccess() && other && !other->HasDied()) { if (ReuseTime) TrySkillProc(other, EQ::skills::SkillArchery, ReuseTime); else TrySkillProc(other, EQ::skills::SkillArchery, 0, true, EQ::invslot::slotRange); } // end of old fuck if (LaunchProjectile) return; // Shouldn't reach this point durring initial launch phase, but just in case. // Weapon Proc if (RangeWeapon && other && !other->HasDied()) TryWeaponProc(RangeWeapon, other, EQ::invslot::slotRange); // Ammo Proc if (ammo_lost) TryWeaponProc(nullptr, ammo_lost, other, EQ::invslot::slotRange); else if (Ammo && other && !other->HasDied()) TryWeaponProc(Ammo, other, EQ::invslot::slotRange); // Skill Proc if (HasSkillProcs() && other && !other->HasDied()) { if (ReuseTime) TrySkillProc(other, EQ::skills::SkillArchery, ReuseTime); else TrySkillProc(other, EQ::skills::SkillArchery, 0, false, EQ::invslot::slotRange); } } bool Mob::TryProjectileAttack(Mob *other, const EQ::ItemData *item, EQ::skills::SkillType skillInUse, uint16 weapon_dmg, const EQ::ItemInstance *RangeWeapon, const EQ::ItemInstance *Ammo, int AmmoSlot, float speed) { if (!other) return false; int slot = -1; // Make sure there is an avialable slot. for (int i = 0; i < MAX_SPELL_PROJECTILE; i++) { if (ProjectileAtk[i].target_id == 0) { slot = i; break; } } if (slot < 0) return false; float distance_mod = 0.0f; float distance = other->CalculateDistance(GetX(), GetY(), GetZ()); /* New Distance Mod constant (7/25/21 update), modifier is needed to adjust slower speeds to have correct impact times at short distances. We use archery 4.0 speed as a baseline for the forumla. At speed 1.5 at 50 pct distance mod is needed, where as speed 4.0 there is no modifer. Therefore, we derive out our modifer as follows. distance_mod = (speed - 4) * ((50 - 0)/(1.5-4)). The ratio there is -20.0f. distance_mod = (speed - 4) * -20.0f For distances >125 we use different modifier, this was all meticulously tested by eye to get the best possible outcome for projectile impact times. Not perfect though. */ if (distance <= 125.0f) { if (speed != 4.0f) { //Standard functions will always be 4.0f for archery. distance_mod = (speed - 4.0f) * -20.0f; distance += distance * distance_mod / 100.0f; } } else if (distance > 125.0f && distance <= 200.0f) distance = 3.14f * (distance / 2.0f); //Get distance of arc to better reflect projectile path length else if (distance > 200.0f) { distance = distance * 1.30f; //Add 30% to base distance if over 200 range to tighten up hit timing. distance = 3.14f * (distance / 2.0f); //Get distance of arc to better reflect projectile path length } float hit = 1200.0f + (10 * distance / speed); ProjectileAtk[slot].increment = 1; ProjectileAtk[slot].hit_increment = static_cast(hit); // This projected hit time if target does NOT MOVE ProjectileAtk[slot].target_id = other->GetID(); ProjectileAtk[slot].wpn_dmg = weapon_dmg; ProjectileAtk[slot].origin_x = GetX(); ProjectileAtk[slot].origin_y = GetY(); ProjectileAtk[slot].origin_z = GetZ(); if (RangeWeapon && RangeWeapon->GetItem()) ProjectileAtk[slot].ranged_id = RangeWeapon->GetItem()->ID; if (Ammo && Ammo->GetItem()) ProjectileAtk[slot].ammo_id = Ammo->GetItem()->ID; ProjectileAtk[slot].ammo_slot = 0; ProjectileAtk[slot].skill = skillInUse; ProjectileAtk[slot].speed_mod = speed; SetProjectileAttack(true); if (item) SendItemAnimation(other, item, skillInUse, speed); return true; } void Mob::ProjectileAttack() { if (!HasProjectileAttack()) return; Mob *target = nullptr; bool disable = true; for (int i = 0; i < MAX_SPELL_PROJECTILE; i++) { if (ProjectileAtk[i].increment == 0) continue; disable = false; Mob *target = entity_list.GetMobID(ProjectileAtk[i].target_id); if (target && target->IsMoving()) { /* Only recalculate hit increment if target is moving. Due to frequency that we need to check increment the targets position variables may not be updated even if moving. Do a simple check before calculating distance. */ if (ProjectileAtk[i].tlast_x != target->GetX() || ProjectileAtk[i].tlast_y != target->GetY()) { ProjectileAtk[i].tlast_x = target->GetX(); ProjectileAtk[i].tlast_y = target->GetY(); //Recalculate from the original location the projectile was fired in relation to the current targets location. float distance = target->CalculateDistance(ProjectileAtk[i].origin_x, ProjectileAtk[i].origin_y, ProjectileAtk[i].origin_z); float distance_mod = 0.0f; if (distance <= 125.0f) { distance_mod = (ProjectileAtk[i].speed_mod - 4.0f) * -20.0f; distance += distance * distance_mod / 100.0f; } else if (distance > 125.0f && distance <= 200.0f) distance = 3.14f * (distance / 2.0f); //Get distance of arc to better reflect projectile path length else if (distance > 200.0f) { distance = distance * 1.30f; //Add 30% to base distance if over 200 range to tighten up hit timing. distance = 3.14f * (distance / 2.0f); //Get distance of arc to better reflect projectile path length } float hit = 1200.0f + (10 * distance / ProjectileAtk[i].speed_mod); ProjectileAtk[i].hit_increment = static_cast(hit); } } // Check if we hit. if (ProjectileAtk[i].hit_increment <= ProjectileAtk[i].increment) { if (target) { if (IsNPC()) { if (ProjectileAtk[i].skill == EQ::skills::SkillConjuration) { if (IsValidSpell(ProjectileAtk[i].wpn_dmg)) SpellOnTarget(ProjectileAtk[i].wpn_dmg, target, false, true, spells[ProjectileAtk[i].wpn_dmg].ResistDiff, true); } else { CastToNPC()->DoRangedAttackDmg( target, false, ProjectileAtk[i].wpn_dmg, 0, static_cast(ProjectileAtk[i].skill)); } } else { if (ProjectileAtk[i].skill == EQ::skills::SkillArchery) DoArcheryAttackDmg(target, nullptr, nullptr, ProjectileAtk[i].wpn_dmg, 0, 0, 0, ProjectileAtk[i].ranged_id, ProjectileAtk[i].ammo_id, nullptr, ProjectileAtk[i].ammo_slot); else if (ProjectileAtk[i].skill == EQ::skills::SkillThrowing) DoThrowingAttackDmg(target, nullptr, nullptr, ProjectileAtk[i].wpn_dmg, 0, 0, 0, ProjectileAtk[i].ranged_id, ProjectileAtk[i].ammo_slot); else if (ProjectileAtk[i].skill == EQ::skills::SkillConjuration && IsValidSpell(ProjectileAtk[i].wpn_dmg)) SpellOnTarget(ProjectileAtk[i].wpn_dmg, target, false, true, spells[ProjectileAtk[i].wpn_dmg].ResistDiff, true); } } ProjectileAtk[i].increment = 0; ProjectileAtk[i].target_id = 0; ProjectileAtk[i].wpn_dmg = 0; ProjectileAtk[i].origin_x = 0.0f; ProjectileAtk[i].origin_y = 0.0f; ProjectileAtk[i].origin_z = 0.0f; ProjectileAtk[i].tlast_x = 0.0f; ProjectileAtk[i].tlast_y = 0.0f; ProjectileAtk[i].ranged_id = 0; ProjectileAtk[i].ammo_id = 0; ProjectileAtk[i].ammo_slot = 0; ProjectileAtk[i].skill = 0; ProjectileAtk[i].speed_mod = 0.0f; } else { ProjectileAtk[i].increment += 1000 * frame_time; } } if (disable) SetProjectileAttack(false); } float Mob::GetRangeDistTargetSizeMod(Mob* other) { /* Range is enforced client side, therefore these numbers do not need to be 100% accurate just close enough to prevent any exploitation. The range mod changes in some situations depending on if size is from spawn or from SendIllusionPacket changes. At present time only calculate from spawn (it is no consistent what happens to the calc when changing it after spawn). */ if (!other) return 0.0f; float tsize = other->GetSize(); if (GetSize() > tsize) tsize = GetSize(); float mod = 0.0f; /*These are correct numbers if mob size is changed via #size (Don't know why it matters but it does) if (tsize < 7) mod = 16.0f; else if (tsize >=7 && tsize <= 20) mod = 16.0f + (0.6f * (tsize - 6.0f)); else if (tsize >=20 && tsize <= 60) mod = 25.0f + (1.25f * (tsize - 20.0f)); else mod = 75.0f; */ if (tsize < 10) mod = 18.0f; else if (tsize >=10 && tsize < 15) mod = 20.0f + (4.0f * (tsize - 10.0f)); else if (tsize >=15 && tsize <= 20) mod = 42.0f + (5.8f * (tsize - 15.0f)); else mod = 75.0f; return (mod + 2.0f); //Add 2.0f as buffer to prevent any chance of failures, client enforce range check regardless. } void NPC::RangedAttack(Mob* other) { if (!other) return; //make sure the attack and ranged timers are up //if the ranged timer is disabled, then they have no ranged weapon and shouldent be attacking anyhow if((attack_timer.Enabled() && !attack_timer.Check(false)) || (ranged_timer.Enabled() && !ranged_timer.Check())){ LogCombat("Archery canceled. Timer not up. Attack [{}], ranged [{}]", attack_timer.GetRemainingTime(), ranged_timer.GetRemainingTime()); return; } if(!CheckLosFN(other)) return; int attacks = GetSpecialAbilityParam(SPECATK_RANGED_ATK, 0); attacks = attacks > 0 ? attacks : 1; for(int i = 0; i < attacks; ++i) { if(!GetSpecialAbility(SPECATK_RANGED_ATK)) 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(RuleI(Combat, MinRangedAttackDist)); float max_range = 250; // needs to be longer than 200(most spells) if (sa_max_range) max_range = static_cast(sa_max_range); if (sa_min_range) min_range = static_cast(sa_min_range); max_range *= max_range; if(DistanceSquared(m_Position, other->GetPosition()) > max_range) return; else if(DistanceSquared(m_Position, other->GetPosition()) < (min_range * min_range)) return; if(!other || !IsAttackAllowed(other) || IsCasting() || DivineAura() || IsStunned() || IsFeared() || IsMezzed() || (GetAppearance() == eaDead)){ return; } FaceTarget(other); DoRangedAttackDmg(other); CommonBreakInvisibleFromCombat(); } } void NPC::DoRangedAttackDmg(Mob* other, bool Launch, int16 damage_mod, int16 chance_mod, EQ::skills::SkillType skill, float speed, const char *IDFile) { if ((other == nullptr || (other->HasDied())) || HasDied() || (!IsAttackAllowed(other)) || (other->GetInvul() || other->GetSpecialAbility(IMMUNE_MELEE))) { return; } EQ::skills::SkillType skillInUse = static_cast(GetRangedSkill()); if (skill != skillInUse) skillInUse = skill; if (Launch) { const char *ammo = "IT10"; if (IDFile != nullptr) ammo = IDFile; else if (GetAmmoIDfile()) ammo = GetAmmoIDfile(); ProjectileAnimation(other, 0,false,speed,0,0,0,ammo,skillInUse); if (RuleB(Combat, ProjectileDmgOnImpact)) { TryProjectileAttack(other, nullptr, skillInUse, damage_mod, nullptr, nullptr, 0, speed); return; } } if (!chance_mod) chance_mod = GetSpecialAbilityParam(SPECATK_RANGED_ATK, 2); int TotalDmg = 0; int MaxDmg = GetBaseDamage() * RuleR(Combat, ArcheryNPCMultiplier); // should add a field to npc_types int MinDmg = GetMinDamage() * RuleR(Combat, ArcheryNPCMultiplier); if (!damage_mod) damage_mod = GetSpecialAbilityParam(SPECATK_RANGED_ATK, 3);//Damage modifier DamageHitInfo my_hit; my_hit.base_damage = MaxDmg; my_hit.min_damage = MinDmg; my_hit.damage_done = 1; my_hit.skill = skill; my_hit.offense = offense(my_hit.skill); my_hit.tohit = GetTotalToHit(my_hit.skill, chance_mod); my_hit.hand = EQ::invslot::slotRange; DoAttack(other, my_hit); TotalDmg = my_hit.damage_done; if (TotalDmg > 0) { TotalDmg += TotalDmg * damage_mod / 100; other->AddToHateList(this, TotalDmg, 0); } else { other->AddToHateList(this, 0, 0); } other->Damage(this, TotalDmg, SPELL_UNKNOWN, skillInUse); if (TotalDmg > 0 && HasSkillProcSuccess() && !other->HasDied()) TrySkillProc(other, skillInUse, 0, true, EQ::invslot::slotRange); //try proc on hits and misses if(other && !other->HasDied()) TrySpellProc(nullptr, (const EQ::ItemData*)nullptr, other, EQ::invslot::slotRange); if (HasSkillProcs() && other && !other->HasDied()) TrySkillProc(other, skillInUse, 0, false, EQ::invslot::slotRange); } void Client::ThrowingAttack(Mob* other, bool CanDoubleAttack) { //old was 51 //conditions to use an attack checked before we are called if (!other) return; //make sure the attack and ranged timers are up //if the ranged timer is disabled, then they have no ranged weapon and shouldent be attacking anyhow if((!CanDoubleAttack && (attack_timer.Enabled() && !attack_timer.Check(false)) || (ranged_timer.Enabled() && !ranged_timer.Check()))) { LogCombat("Throwing attack canceled. Timer not up. Attack [{}], ranged [{}]", attack_timer.GetRemainingTime(), ranged_timer.GetRemainingTime()); // The server and client timers are not exact matches currently, so this would spam too often if enabled //Message(0, "Error: Timer not up. Attack %d, ranged %d", attack_timer.GetRemainingTime(), ranged_timer.GetRemainingTime()); return; } int ammo_slot = EQ::invslot::slotRange; const EQ::ItemInstance* RangeWeapon = m_inv[EQ::invslot::slotRange]; if (!RangeWeapon || !RangeWeapon->IsClassCommon()) { LogCombat("Ranged attack canceled. Missing or invalid ranged weapon ([{}]) in slot [{}]", GetItemIDAt(EQ::invslot::slotRange), EQ::invslot::slotRange); Message(0, "Error: Rangeweapon: GetItem(%i)==0, you have nothing to throw!", GetItemIDAt(EQ::invslot::slotRange)); return; } const EQ::ItemData* item = RangeWeapon->GetItem(); if (item->ItemType != EQ::item::ItemTypeLargeThrowing && item->ItemType != EQ::item::ItemTypeSmallThrowing) { LogCombat("Ranged attack canceled. Ranged item [{}] is not a throwing weapon. type [{}]", item->ItemType); Message(0, "Error: Rangeweapon: GetItem(%i)==0, you have nothing useful to throw!", GetItemIDAt(EQ::invslot::slotRange)); return; } LogCombat("Throwing [{}] ([{}]) at [{}]", item->Name, item->ID, other->GetName()); if(RangeWeapon->GetCharges() == 1) { //first check ammo const EQ::ItemInstance* AmmoItem = m_inv[EQ::invslot::slotAmmo]; if(AmmoItem != nullptr && AmmoItem->GetID() == RangeWeapon->GetID()) { //more in the ammo slot, use it RangeWeapon = AmmoItem; ammo_slot = EQ::invslot::slotAmmo; LogCombat("Using ammo from ammo slot, stack at slot [{}]. [{}] in stack", ammo_slot, RangeWeapon->GetCharges()); } else { //look through our inventory for more int32 aslot = m_inv.HasItem(item->ID, 1, invWherePersonal); if (aslot != INVALID_INDEX) { //the item wont change, but the instance does, not that it matters ammo_slot = aslot; RangeWeapon = m_inv[aslot]; LogCombat("Using ammo from inventory slot, stack at slot [{}]. [{}] in stack", ammo_slot, RangeWeapon->GetCharges()); } } } float range = item->Range + GetRangeDistTargetSizeMod(other); LogCombat("Calculated bow range to be [{}]", range); range *= range; float dist = DistanceSquared(m_Position, other->GetPosition()); if(dist > range) { LogCombat("Throwing attack out of range client should catch this. ([{}] > [{}]).\n", dist, range); MessageString(Chat::Red,TARGET_OUT_OF_RANGE);//Client enforces range and sends the message, this is a backup just incase. return; } else if(dist < (RuleI(Combat, MinRangedAttackDist)*RuleI(Combat, MinRangedAttackDist))){ MessageString(Chat::Yellow,RANGED_TOO_CLOSE);//Client enforces range and sends the message, this is a backup just incase. return; } if(!IsAttackAllowed(other) || IsCasting() || IsSitting() || (DivineAura() && !GetGM()) || IsStunned() || IsFeared() || IsMezzed() || (GetAppearance() == eaDead)){ return; } DoThrowingAttackDmg(other, RangeWeapon, item); //consume ammo DeleteItemInInventory(ammo_slot, 1, true); CommonBreakInvisibleFromCombat(); } void Mob::DoThrowingAttackDmg(Mob *other, const EQ::ItemInstance *RangeWeapon, const EQ::ItemData *AmmoItem, uint16 weapon_damage, int16 chance_mod, int16 focus, int ReuseTime, uint32 range_id, int AmmoSlot, float speed) { if ((other == nullptr || ((IsClient() && CastToClient()->dead) || (other->IsClient() && other->CastToClient()->dead)) || HasDied() || (!IsAttackAllowed(other)) || (other->GetInvul() || other->GetSpecialAbility(IMMUNE_MELEE)))) { return; } const EQ::ItemInstance *_RangeWeapon = nullptr; const EQ::ItemData *ammo_lost = nullptr; /* If LaunchProjectile is false this function will do archery damage on target, otherwise it will shoot the projectile at the target, once the projectile hits target this function is then run again to do the damage portion */ bool LaunchProjectile = false; if (RuleB(Combat, ProjectileDmgOnImpact)) { if (AmmoItem) { LaunchProjectile = true; } else { if (!RangeWeapon && range_id) { if (IsClient()) { _RangeWeapon = CastToClient()->m_inv[AmmoSlot]; if (_RangeWeapon && _RangeWeapon->GetItem() && _RangeWeapon->GetItem()->ID != range_id) RangeWeapon = _RangeWeapon; else ammo_lost = database.GetItem(range_id); } } } } else if (AmmoItem) { SendItemAnimation(other, AmmoItem, EQ::skills::SkillThrowing); } LogCombat("Throwing attack hit [{}]", other->GetName()); int WDmg = 0; if (!weapon_damage) { if (IsClient() && RangeWeapon) WDmg = GetWeaponDamage(other, RangeWeapon); else if (AmmoItem) WDmg = GetWeaponDamage(other, AmmoItem); if (LaunchProjectile) { TryProjectileAttack(other, AmmoItem, EQ::skills::SkillThrowing, WDmg, RangeWeapon, nullptr, AmmoSlot, speed); return; } } else { WDmg = weapon_damage; } if (focus) // From FcBaseEffects WDmg += WDmg * focus / 100; int TotalDmg = 0; if (WDmg > 0) { DamageHitInfo my_hit; my_hit.base_damage = WDmg; my_hit.min_damage = 0; my_hit.damage_done = 1; my_hit.skill = EQ::skills::SkillThrowing; my_hit.offense = offense(my_hit.skill); my_hit.tohit = GetTotalToHit(my_hit.skill, chance_mod); my_hit.hand = EQ::invslot::slotRange; DoAttack(other, my_hit); TotalDmg = my_hit.damage_done; LogCombat("Item DMG [{}]. Hit for damage [{}]", WDmg, TotalDmg); } else { TotalDmg = DMG_INVULNERABLE; } if (IsClient() && !CastToClient()->GetFeigned()) other->AddToHateList(this, WDmg, 0); other->Damage(this, TotalDmg, SPELL_UNKNOWN, EQ::skills::SkillThrowing); if (TotalDmg > 0 && HasSkillProcSuccess() && other && !other->HasDied()) { if (ReuseTime) TrySkillProc(other, EQ::skills::SkillThrowing, ReuseTime); else TrySkillProc(other, EQ::skills::SkillThrowing, 0, true, EQ::invslot::slotRange); } // end old shit if (LaunchProjectile) return; // Throwing item Proc if (ammo_lost) TryWeaponProc(nullptr, ammo_lost, other, EQ::invslot::slotRange); else if (RangeWeapon && other && !other->HasDied()) TryWeaponProc(RangeWeapon, other, EQ::invslot::slotRange); if (HasSkillProcs() && other && !other->HasDied()) { if (ReuseTime) TrySkillProc(other, EQ::skills::SkillThrowing, ReuseTime); else TrySkillProc(other, EQ::skills::SkillThrowing, 0, false, EQ::invslot::slotRange); } if (IsClient()) { CastToClient()->CheckIncreaseSkill(EQ::skills::SkillThrowing, GetTarget()); } } void Mob::SendItemAnimation(Mob *to, const EQ::ItemData *item, EQ::skills::SkillType skillInUse, float velocity) { auto outapp = new EQApplicationPacket(OP_SomeItemPacketMaybe, sizeof(Arrow_Struct)); Arrow_Struct *as = (Arrow_Struct *) outapp->pBuffer; as->type = 1; as->src_x = GetX(); as->src_y = GetY(); as->src_z = GetZ(); as->source_id = GetID(); as->target_id = to->GetID(); as->item_id = item->ID; as->item_type = item->ItemType; as->skill = (uint8)skillInUse; strn0cpy(as->model_name, item->IDFile, 16); /* The angular field affects how the object flies towards the target. A low angular (10) makes it circle the target widely, where a high angular (20000) makes it go straight at them. The tilt field causes the object to be tilted flying through the air and also seems to have an effect on how it behaves when circling the target based on the angular field. Arc causes the object to form an arc in motion. A value too high will */ as->velocity = velocity; //these angle and tilt used together seem to make the arrow/knife throw as straight as I can make it as->launch_angle = CalculateHeadingToTarget(to->GetX(), to->GetY()); as->tilt = 125; as->arc = 50; //fill in some unknowns, we dont know their meaning yet //neither of these seem to change the behavior any as->unknown088 = 125; as->unknown092 = 16; entity_list.QueueCloseClients(this, outapp); safe_delete(outapp); } void Mob::ProjectileAnimation(Mob* to, int item_id, bool IsArrow, float speed, float angle, float tilt, float arc, const char *IDFile, EQ::skills::SkillType skillInUse) { if (!to) return; const EQ::ItemData* item = nullptr; uint8 item_type = 0; if(!item_id) { item = database.GetItem(8005); // Arrow will be default } else { item = database.GetItem(item_id); // Use the item input into the command } if(!item) { return; } if(IsArrow) { item_type = 27; } if(!item_type && !skillInUse) { item_type = item->ItemType; } else if (skillInUse) item_type = GetItemTypeBySkill(skillInUse); if(!speed) { speed = 4.0; } if(!angle) { angle = CalculateHeadingToTarget(to->GetX(), to->GetY()); } if(!tilt) { tilt = 125; } if(!arc) { arc = 50; } const char *item_IDFile = item->IDFile; if (IDFile && (strncmp(IDFile, "IT", 2) == 0)) item_IDFile = IDFile; // See SendItemAnimation() for some notes on this struct auto outapp = new EQApplicationPacket(OP_SomeItemPacketMaybe, sizeof(Arrow_Struct)); Arrow_Struct *as = (Arrow_Struct *) outapp->pBuffer; as->type = 1; as->src_x = GetX(); as->src_y = GetY(); as->src_z = GetZ(); as->source_id = GetID(); as->target_id = to->GetID(); as->item_id = item->ID; as->item_type = item_type; as->skill = skillInUse; // Doesn't seem to have any effect strn0cpy(as->model_name, item_IDFile, 16); as->velocity = speed; as->launch_angle = angle; as->tilt = tilt; as->arc = arc; as->unknown088 = 125; as->unknown092 = 16; entity_list.QueueCloseClients(this, outapp); safe_delete(outapp); } void NPC::DoClassAttacks(Mob *target) { if(target == nullptr) return; //gotta have a target for all these bool taunt_time = taunt_timer.Check(); bool ca_time = classattack_timer.Check(false); bool ka_time = knightattack_timer.Check(false); //only check attack allowed if we are going to do something if((taunt_time || ca_time || ka_time) && !IsAttackAllowed(target)) return; if(ka_time){ int knightreuse = 1000; //lets give it a small cooldown actually. switch(GetClass()){ case SHADOWKNIGHT: case SHADOWKNIGHTGM:{ if (CastSpell(SPELL_NPC_HARM_TOUCH, target->GetID())) { knightreuse = HarmTouchReuseTime * 1000; } break; } case PALADIN: case PALADINGM:{ if(GetHPRatio() < 20) { if (CastSpell(SPELL_LAY_ON_HANDS, GetID())) { knightreuse = LayOnHandsReuseTime * 1000; } } else { knightreuse = 2000; //Check again in two seconds. } break; } } knightattack_timer.Start(knightreuse); } //general stuff, for all classes.... //only gets used when their primary ability get used too if (taunting && HasOwner() && target->IsNPC() && target->GetBodyType() != BT_Undead && taunt_time) { this->GetOwner()->MessageString(Chat::PetResponse, PET_TAUNTING); Taunt(target->CastToNPC(), false); } if(!ca_time) return; float HasteModifier = GetHaste() * 0.01f; int level = GetLevel(); int reuse = TauntReuseTime * 1000; //make this very long since if they dont use it once, they prolly never will bool did_attack = false; //class specific stuff... switch(GetClass()) { case ROGUE: case ROGUEGM: if(level >= 10) { reuse = BackstabReuseTime * 1000; TryBackstab(target, reuse); did_attack = true; } break; case MONK: case MONKGM: { uint8 satype = EQ::skills::SkillKick; if (level > 29) { satype = EQ::skills::SkillFlyingKick; } else if (level > 24) { satype = EQ::skills::SkillDragonPunch; } else if (level > 19) { satype = EQ::skills::SkillEagleStrike; } else if (level > 9) { satype = EQ::skills::SkillTigerClaw; } else if (level > 4) { satype = EQ::skills::SkillRoundKick; } reuse = MonkSpecialAttack(target, satype); reuse *= 1000; did_attack = true; break; } case WARRIOR: case WARRIORGM:{ if(level >= RuleI(Combat, NPCBashKickLevel)){ if(zone->random.Roll(75)) { //tested on live, warrior mobs both kick and bash, kick about 75% of the time, casting doesn't seem to make a difference. DoAnim(animKick, 0, false); int32 dmg = GetBaseSkillDamage(EQ::skills::SkillKick); if (GetWeaponDamage(target, (const EQ::ItemData*)nullptr) <= 0) { dmg = DMG_INVULNERABLE; } reuse = (KickReuseTime + 3) * 1000; DoSpecialAttackDamage(target, EQ::skills::SkillKick, dmg, GetMinDamage(), -1, reuse); did_attack = true; } else { DoAnim(animTailRake, 0, false); int32 dmg = GetBaseSkillDamage(EQ::skills::SkillBash); if (GetWeaponDamage(target, (const EQ::ItemData*)nullptr) <= 0) dmg = DMG_INVULNERABLE; reuse = (BashReuseTime + 3) * 1000; DoSpecialAttackDamage(target, EQ::skills::SkillBash, dmg, GetMinDamage(), -1, reuse); did_attack = true; } } break; } case BERSERKER: case BERSERKERGM:{ int AtkRounds = 1; int32 max_dmg = GetBaseSkillDamage(EQ::skills::SkillFrenzy); DoAnim(anim2HSlashing, 0, false); if (GetClass() == BERSERKER) { int chance = GetLevel() * 2 + GetSkill(EQ::skills::SkillFrenzy); if (zone->random.Roll0(450) < chance) AtkRounds++; if (zone->random.Roll0(450) < chance) AtkRounds++; } while (AtkRounds > 0) { if (GetTarget()) DoSpecialAttackDamage(GetTarget(), EQ::skills::SkillFrenzy, max_dmg, GetMinDamage(), -1, reuse); AtkRounds--; } did_attack = true; break; } case RANGER: case RANGERGM: case BEASTLORD: case BEASTLORDGM: { //kick if(level >= RuleI(Combat, NPCBashKickLevel)){ DoAnim(animKick, 0, false); int32 dmg = GetBaseSkillDamage(EQ::skills::SkillKick); if (GetWeaponDamage(target, (const EQ::ItemData*)nullptr) <= 0) dmg = DMG_INVULNERABLE; reuse = (KickReuseTime + 3) * 1000; DoSpecialAttackDamage(target, EQ::skills::SkillKick, dmg, GetMinDamage(), -1, reuse); did_attack = true; } break; } case CLERIC: case CLERICGM: //clerics can bash too. case SHADOWKNIGHT: case SHADOWKNIGHTGM: case PALADIN: case PALADINGM:{ if(level >= RuleI(Combat, NPCBashKickLevel)){ DoAnim(animTailRake, 0, false); int32 dmg = GetBaseSkillDamage(EQ::skills::SkillBash); if (GetWeaponDamage(target, (const EQ::ItemData*)nullptr) <= 0) dmg = DMG_INVULNERABLE; reuse = (BashReuseTime + 3) * 1000; DoSpecialAttackDamage(target, EQ::skills::SkillBash, dmg, GetMinDamage(), -1, reuse); did_attack = true; } break; } } classattack_timer.Start(reuse / HasteModifier); } // this should be refactored to generate an OP_CombatAbility struct and call OPCombatAbility void Client::DoClassAttacks(Mob *ca_target, uint16 skill, bool IsRiposte) { if(!ca_target) return; if(spellend_timer.Enabled() || IsFeared() || IsStunned() || IsMezzed() || DivineAura() || dead) return; if(!IsAttackAllowed(ca_target)) return; //check range for all these abilities, they are all close combat stuff if(!CombatRange(ca_target)){ return; } if(!IsRiposte && (!p_timers.Expired(&database, pTimerCombatAbility, false))) { return; } int ReuseTime = 0; float HasteMod = GetHaste() * 0.01f; uint16 skill_to_use = -1; if (skill == -1){ switch(GetClass()){ case WARRIOR: case RANGER: case BEASTLORD: skill_to_use = EQ::skills::SkillKick; break; case BERSERKER: skill_to_use = EQ::skills::SkillFrenzy; break; case SHADOWKNIGHT: case PALADIN: skill_to_use = EQ::skills::SkillBash; break; case MONK: if(GetLevel() >= 30) { skill_to_use = EQ::skills::SkillFlyingKick; } else if(GetLevel() >= 25) { skill_to_use = EQ::skills::SkillDragonPunch; } else if(GetLevel() >= 20) { skill_to_use = EQ::skills::SkillEagleStrike; } else if(GetLevel() >= 10) { skill_to_use = EQ::skills::SkillTigerClaw; } else if(GetLevel() >= 5) { skill_to_use = EQ::skills::SkillRoundKick; } else { skill_to_use = EQ::skills::SkillKick; } break; case ROGUE: skill_to_use = EQ::skills::SkillBackstab; break; } } else skill_to_use = skill; if(skill_to_use == -1) return; int dmg = GetBaseSkillDamage(static_cast(skill_to_use), GetTarget()); if (skill_to_use == EQ::skills::SkillBash) { if (ca_target!=this) { DoAnim(animTailRake, 0, false); if (GetWeaponDamage(ca_target, GetInv().GetItem(EQ::invslot::slotSecondary)) <= 0 && GetWeaponDamage(ca_target, GetInv().GetItem(EQ::invslot::slotShoulders)) <= 0) dmg = DMG_INVULNERABLE; ReuseTime = (BashReuseTime - 1) / HasteMod; DoSpecialAttackDamage(ca_target, EQ::skills::SkillBash, dmg, 0, -1, ReuseTime); if(ReuseTime > 0 && !IsRiposte) { p_timers.Start(pTimerCombatAbility, ReuseTime); } } return; } if (skill_to_use == EQ::skills::SkillFrenzy) { CheckIncreaseSkill(EQ::skills::SkillFrenzy, GetTarget(), 10); int AtkRounds = 1; DoAnim(anim2HSlashing, 0, false); ReuseTime = (FrenzyReuseTime - 1) / HasteMod; // bards can do riposte frenzy for some reason if (!IsRiposte && GetClass() == BERSERKER) { int chance = GetLevel() * 2 + GetSkill(EQ::skills::SkillFrenzy); if (zone->random.Roll0(450) < chance) AtkRounds++; if (zone->random.Roll0(450) < chance) AtkRounds++; } while(AtkRounds > 0) { if (ca_target!=this) DoSpecialAttackDamage(ca_target, EQ::skills::SkillFrenzy, dmg, 0, dmg, ReuseTime); AtkRounds--; } if(ReuseTime > 0 && !IsRiposte) { p_timers.Start(pTimerCombatAbility, ReuseTime); } return; } if (skill_to_use == EQ::skills::SkillKick){ if(ca_target!=this){ DoAnim(animKick, 0, false); if (GetWeaponDamage(ca_target, GetInv().GetItem(EQ::invslot::slotFeet)) <= 0) dmg = DMG_INVULNERABLE; ReuseTime = KickReuseTime-1; DoSpecialAttackDamage(ca_target, EQ::skills::SkillKick, dmg, 0, -1, ReuseTime); } } if (skill_to_use == EQ::skills::SkillFlyingKick || skill_to_use == EQ::skills::SkillDragonPunch || skill_to_use == EQ::skills::SkillEagleStrike || skill_to_use == EQ::skills::SkillTigerClaw || skill_to_use == EQ::skills::SkillRoundKick) { ReuseTime = MonkSpecialAttack(ca_target, skill_to_use) - 1; MonkSpecialAttack(ca_target, skill_to_use); if (IsRiposte) return; //Live AA - Technique of Master Wu int wuchance = itembonuses.DoubleSpecialAttack + spellbonuses.DoubleSpecialAttack + aabonuses.DoubleSpecialAttack; if (wuchance) { const int MonkSPA[5] = {EQ::skills::SkillFlyingKick, EQ::skills::SkillDragonPunch, EQ::skills::SkillEagleStrike, EQ::skills::SkillTigerClaw, EQ::skills::SkillRoundKick}; int extra = 0; // always 1/4 of the double attack chance, 25% at rank 5 (100/4) while (wuchance > 0) { if (zone->random.Roll(wuchance)) extra++; else break; wuchance /= 4; } // They didn't add a string ID for this. std::string msg = StringFormat( "The spirit of Master Wu fills you! You gain %d additional attack(s).", extra); // live uses 400 here -- not sure if it's the best for all clients though SendColoredText(400, msg); auto classic = RuleB(Combat, ClassicMasterWu); while (extra) { MonkSpecialAttack(GetTarget(), classic ? MonkSPA[zone->random.Int(0, 4)] : skill_to_use); extra--; } } } if (skill_to_use == EQ::skills::SkillBackstab){ ReuseTime = BackstabReuseTime-1; if (IsRiposte) ReuseTime=0; TryBackstab(ca_target,ReuseTime); } ReuseTime = ReuseTime / HasteMod; if(ReuseTime > 0 && !IsRiposte){ p_timers.Start(pTimerCombatAbility, ReuseTime); } } void Mob::Taunt(NPC *who, bool always_succeed, int chance_bonus, bool FromSpell, int32 bonus_hate) { if (who == nullptr) return; if (DivineAura()) return; if (!FromSpell && !CombatRange(who)) return; if (!always_succeed && IsClient()) CastToClient()->CheckIncreaseSkill(EQ::skills::SkillTaunt, who, 10); Mob *hate_top = who->GetHateMost(); int level_difference = GetLevel() - who->GetLevel(); bool Success = false; // Support for how taunt worked pre 2000 on LIVE - Can not taunt NPC over your level. if ((RuleB(Combat, TauntOverLevel) == false) && (level_difference < 0) || who->GetSpecialAbility(IMMUNE_TAUNT)) { MessageString(Chat::SpellFailure, FAILED_TAUNT); return; } // All values used based on live parses after taunt was updated in 2006. if ((hate_top && hate_top->GetHPRatio() >= 20) || hate_top == nullptr || chance_bonus) { // SE_Taunt this is flat chance if (chance_bonus) { Success = zone->random.Roll(chance_bonus); } else { float tauntchance = 50.0f; if (always_succeed) tauntchance = 101.0f; else { if (level_difference < 0) { tauntchance += static_cast(level_difference) * 3.0f; if (tauntchance < 20) tauntchance = 20.0f; } else { tauntchance += static_cast(level_difference) * 5.0f; if (tauntchance > 65) tauntchance = 65.0f; } } // TauntSkillFalloff rate is not based on any real data. Default of 33% gives a reasonable // result. if (IsClient() && !always_succeed) tauntchance -= (RuleR(Combat, TauntSkillFalloff) * (CastToClient()->MaxSkill(EQ::skills::SkillTaunt) - GetSkill(EQ::skills::SkillTaunt))); if (tauntchance < 1) tauntchance = 1.0f; tauntchance /= 100.0f; Success = tauntchance > zone->random.Real(0, 1); } if (Success) { if (hate_top && hate_top != this) { int newhate = (who->GetNPCHate(hate_top) - who->GetNPCHate(this)) + 1 + bonus_hate; who->CastToNPC()->AddToHateList(this, newhate); Success = true; } else { who->CastToNPC()->AddToHateList(this, 12); } if (who->CanTalk()) who->SayString(SUCCESSFUL_TAUNT, GetCleanName()); } else { MessageString(Chat::SpellFailure, FAILED_TAUNT); } } else { MessageString(Chat::SpellFailure, FAILED_TAUNT); } if (HasSkillProcs()) TrySkillProc(who, EQ::skills::SkillTaunt, TauntReuseTime * 1000); if (Success && HasSkillProcSuccess()) TrySkillProc(who, EQ::skills::SkillTaunt, TauntReuseTime * 1000, true); } void Mob::InstillDoubt(Mob *who) { //make sure we can use this skill /*int skill = GetSkill(INTIMIDATION);*/ //unused //make sure our target is an NPC if(!who || !who->IsNPC()) return; if(DivineAura()) return; //range check if(!CombatRange(who)) return; if(IsClient()) { CastToClient()->CheckIncreaseSkill(EQ::skills::SkillIntimidation, who, 10); } //I think this formula needs work int value = 0; //user's bonus value += GetSkill(EQ::skills::SkillIntimidation) + GetCHA() / 4; //target's counters value -= target->GetLevel()*4 + who->GetWIS()/4; if (zone->random.Roll(value)) { //temporary hack... //cast fear on them... should prolly be a different spell //and should be un-resistable. SpellOnTarget(229, who, 0, true, -2000); //is there a success message? } else { MessageString(Chat::LightBlue,NOT_SCARING); //Idea from WR: /* if (target->IsNPC() && zone->random.Int(0,99) < 10 ) { entity_list.MessageClose(target, false, 50, Chat::NPCRampage, "%s lashes out in anger!",target->GetName()); //should we actually do this? and the range is completely made up, unconfirmed entity_list.AEAttack(target, 50); }*/ } } int Mob::TryHeadShot(Mob *defender, EQ::skills::SkillType skillInUse) { // Only works on YOUR target. if (defender && defender->GetBodyType() == BT_Humanoid && !defender->IsClient() && skillInUse == EQ::skills::SkillArchery && GetTarget() == defender) { uint32 HeadShot_Dmg = aabonuses.HeadShot[SBIndex::FINISHING_EFFECT_DMG] + spellbonuses.HeadShot[SBIndex::FINISHING_EFFECT_DMG] + itembonuses.HeadShot[SBIndex::FINISHING_EFFECT_DMG]; uint8 HeadShot_Level = 0; // Get Highest Headshot Level HeadShot_Level = std::max({aabonuses.HSLevel[SBIndex::FINISHING_EFFECT_LEVEL_MAX], spellbonuses.HSLevel[SBIndex::FINISHING_EFFECT_LEVEL_MAX], itembonuses.HSLevel[SBIndex::FINISHING_EFFECT_LEVEL_MAX]}); if (HeadShot_Dmg && HeadShot_Level && (defender->GetLevel() <= HeadShot_Level)) { int chance = GetDEX(); chance = 100 * chance / (chance + 3500); if (IsClient()) chance += CastToClient()->GetHeroicDEX() / 25; chance *= 10; int norm = aabonuses.HSLevel[SBIndex::FINISHING_EFFECT_LEVEL_CHANCE_BONUS]; if (norm > 0) chance = chance * norm / 100; chance += aabonuses.HeadShot[SBIndex::FINISHING_EFFECT_PROC_CHANCE] + spellbonuses.HeadShot[SBIndex::FINISHING_EFFECT_PROC_CHANCE] + itembonuses.HeadShot[SBIndex::FINISHING_EFFECT_PROC_CHANCE]; if (zone->random.Int(1, 1000) <= chance) { entity_list.MessageCloseString( this, false, 200, Chat::MeleeCrit, FATAL_BOW_SHOT, GetName()); return HeadShot_Dmg; } } } return 0; } int Mob::TryAssassinate(Mob *defender, EQ::skills::SkillType skillInUse) { if (defender && (defender->GetBodyType() == BT_Humanoid) && !defender->IsClient() && GetLevel() >= 60 && (skillInUse == EQ::skills::SkillBackstab || skillInUse == EQ::skills::SkillThrowing)) { int chance = GetDEX(); if (skillInUse == EQ::skills::SkillBackstab) { chance = 100 * chance / (chance + 3500); if (IsClient()) chance += CastToClient()->GetHeroicDEX(); chance *= 10; int norm = aabonuses.AssassinateLevel[SBIndex::FINISHING_EFFECT_LEVEL_CHANCE_BONUS]; if (norm > 0) chance = chance * norm / 100; } else if (skillInUse == EQ::skills::SkillThrowing) { if (chance > 255) chance = 260; else chance += 5; } chance += aabonuses.Assassinate[SBIndex::FINISHING_EFFECT_PROC_CHANCE] + spellbonuses.Assassinate[SBIndex::FINISHING_EFFECT_PROC_CHANCE] + itembonuses.Assassinate[SBIndex::FINISHING_EFFECT_PROC_CHANCE]; uint32 Assassinate_Dmg = aabonuses.Assassinate[SBIndex::FINISHING_EFFECT_DMG] + spellbonuses.Assassinate[SBIndex::FINISHING_EFFECT_DMG] + itembonuses.Assassinate[SBIndex::FINISHING_EFFECT_DMG]; uint8 Assassinate_Level = 0; // Get Highest Headshot Level Assassinate_Level = std::max( {aabonuses.AssassinateLevel[SBIndex::FINISHING_EFFECT_LEVEL_MAX], spellbonuses.AssassinateLevel[SBIndex::FINISHING_EFFECT_LEVEL_MAX], itembonuses.AssassinateLevel[SBIndex::FINISHING_EFFECT_LEVEL_MAX]}); // revamped AAs require AA line I believe? if (!Assassinate_Level) return 0; if (Assassinate_Dmg && Assassinate_Level && (defender->GetLevel() <= Assassinate_Level)) { if (zone->random.Int(1, 1000) <= chance) { entity_list.MessageCloseString( this, false, 200, Chat::MeleeCrit, ASSASSINATES, GetName()); return Assassinate_Dmg; } } } return 0; } void Mob::DoMeleeSkillAttackDmg(Mob *other, uint16 weapon_damage, EQ::skills::SkillType skillinuse, int16 chance_mod, int16 focus, bool CanRiposte, int ReuseTime) { if (!CanDoSpecialAttack(other)) return; /* For spells using skill value 98 (feral swipe ect) server sets this to 67 automatically. Kayen: This is unlikely to be completely accurate but use OFFENSE skill value for these effects. TODO: We need to stop moving skill 98, it's suppose to just be a dummy skill AFAIK Spells using offense should use the skill of your primary, if you can use it, otherwise h2h */ if (skillinuse == EQ::skills::SkillBegging) skillinuse = EQ::skills::SkillOffense; int damage = 0; uint32 hate = 0; if (hate == 0 && weapon_damage > 1) hate = weapon_damage; if (weapon_damage > 0) { if (focus) // From FcBaseEffects weapon_damage += weapon_damage * focus / 100; if (skillinuse == EQ::skills::SkillBash) { if (IsClient()) { EQ::ItemInstance *item = CastToClient()->GetInv().GetItem(EQ::invslot::slotSecondary); if (item) { if (item->GetItem()->ItemType == EQ::item::ItemTypeShield) { hate += item->GetItem()->AC; } const EQ::ItemData *itm = item->GetItem(); hate = hate * (100 + GetFuriousBash(itm->Focus.Effect)) / 100; } } } DamageHitInfo my_hit; my_hit.base_damage = weapon_damage; my_hit.min_damage = 0; my_hit.damage_done = 1; my_hit.skill = skillinuse; my_hit.offense = offense(my_hit.skill); my_hit.tohit = GetTotalToHit(my_hit.skill, chance_mod); // slot range exclude ripe etc ... my_hit.hand = CanRiposte ? EQ::invslot::slotRange : EQ::invslot::slotPrimary; if (IsNPC()) my_hit.min_damage = CastToNPC()->GetMinDamage(); DoAttack(other, my_hit); damage = my_hit.damage_done; } else { damage = DMG_INVULNERABLE; } bool CanSkillProc = true; if (skillinuse == EQ::skills::SkillOffense) { // Hack to allow damage to display. skillinuse = EQ::skills::SkillTigerClaw; //'strike' your opponent - Arbitrary choice for message. CanSkillProc = false; // Disable skill procs } other->AddToHateList(this, hate, 0); if (damage > 0 && aabonuses.SkillAttackProc[SBIndex::SKILLPROC_CHANCE] && aabonuses.SkillAttackProc[SBIndex::SKILLPROC_SKILL] == skillinuse && IsValidSpell(aabonuses.SkillAttackProc[SBIndex::SKILLPROC_SPELL_ID])) { float chance = aabonuses.SkillAttackProc[SBIndex::SKILLPROC_CHANCE] / 1000.0f; if (zone->random.Roll(chance)) SpellFinished(aabonuses.SkillAttackProc[SBIndex::SKILLPROC_SPELL_ID], other, EQ::spells::CastingSlot::Item, 0, -1, spells[aabonuses.SkillAttackProc[SBIndex::SKILLPROC_SPELL_ID]].ResistDiff); } other->Damage(this, damage, SPELL_UNKNOWN, skillinuse); if (HasDied()) return; if (CanSkillProc && HasSkillProcs()) TrySkillProc(other, skillinuse, ReuseTime); if (CanSkillProc && (damage > 0) && HasSkillProcSuccess()) TrySkillProc(other, skillinuse, ReuseTime, true); } bool Mob::CanDoSpecialAttack(Mob *other) { //Make sure everything is valid before doing any attacks. if (!other) { SetTarget(nullptr); return false; } if(!GetTarget()) SetTarget(other); if ((other == nullptr || ((IsClient() && CastToClient()->dead) || (other->IsClient() && other->CastToClient()->dead)) || HasDied() || (!IsAttackAllowed(other)))) { return false; } if(other->GetInvul() || other->GetSpecialAbility(IMMUNE_MELEE)) return false; return true; }