/* 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/debug.h" #include #include #include #include #include "masterentity.h" #include "StringIDs.h" #include "../common/MiscFunctions.h" #include "../common/rulesys.h" int Mob::GetKickDamage() { int multiple = (GetLevel() * 100 / 5); multiple += 100; int32 dmg = ((((GetSkill(SkillKick) + GetSTR() + GetLevel()) * 100 / 9000) * multiple) + 600); //Set a base of 6 damage, 1 seemed too low at the sub level 30 level. if(GetClass() == WARRIOR || GetClass() == WARRIORGM || GetClass() == BERSERKER || GetClass() == BERSERKERGM) dmg *= 1.2; //small increase for warriors dmg /= 100; int32 mindmg = 1; ApplySpecialAttackMod(SkillKick, dmg,mindmg); dmg = mod_kick_damage(dmg); return(dmg); } int Mob::GetBashDamage() { int multiple = (GetLevel() * 100 / 5); multiple += 100; int32 dmg = (((((GetSkill(SkillBash) + GetSTR()) * 100 + GetLevel() * 100 / 2) / 10000) * multiple) + 600); //Set a base of 6 damage, 1 seemed too low at the sub level 30 level. - this is complete shite dmg /= 100; int32 mindmg = 1; ApplySpecialAttackMod(SkillBash, dmg, mindmg); dmg = mod_bash_damage(dmg); return(dmg); } void Mob::ApplySpecialAttackMod(SkillUseTypes skill, int32 &dmg, int32 &mindmg) { int item_slot = -1; //1: Apply bonus from AC (BOOT/SHIELD/HANDS) est. 40AC=6dmg if (IsClient()){ switch (skill){ case SkillFlyingKick: case SkillRoundKick: case SkillKick: { item_slot = SLOT_FEET; break; } case SkillBash: { item_slot = SLOT_SECONDARY; break; } case SkillDragonPunch: case SkillEagleStrike: case SkillTigerClaw: { item_slot = SLOT_HANDS; break; } default: { break; } } if (item_slot >= 0) { const ItemInst* itm = nullptr; itm = CastToClient()->GetInv().GetItem(item_slot); if(itm) dmg += (itm->GetItem()->AC * (RuleI(Combat, SpecialAttackACBonus)) / 100); } } } void Mob::DoSpecialAttackDamage(Mob *who, SkillUseTypes skill, int32 max_damage, int32 min_damage, int32 hate_override,int ReuseTime, bool HitChance) { //this really should go through the same code as normal melee damage to pick up all the special behavior there int32 hate = max_damage; if(hate_override > -1) hate = hate_override; if(skill == SkillBash) { if(IsClient()) { ItemInst *item = CastToClient()->GetInv().GetItem(SLOT_SECONDARY); if(item) { if(item->GetItem()->ItemType == ItemTypeShield) { hate += item->GetItem()->AC; } const Item_Struct *itm = item->GetItem(); hate = (hate * (100 + GetFuriousBash(itm->Focus.Effect)) / 100); } } } min_damage += (min_damage * GetMeleeMinDamageMod_SE(skill) / 100); if(HitChance && !who->CheckHitChance(this, skill, 13)) max_damage = 0; else { bool CanRiposte = true; if(skill == SkillThrowing || skill == SkillArchery) // changed from '&&' CanRiposte = false; who->AvoidDamage(this, max_damage, CanRiposte); who->MeleeMitigation(this, max_damage, min_damage); if(max_damage > 0) { ApplyMeleeDamageBonus(skill, max_damage); max_damage += who->GetFcDamageAmtIncoming(this, 0, true, skill); max_damage += ((itembonuses.HeroicSTR / 10) + (max_damage * who->GetSkillDmgTaken(skill) / 100) + GetSkillDmgAmt(skill)); TryCriticalHit(who, skill, max_damage); } } if(max_damage >= 0) //You should probably get aggro no matter what, but unclear why it was set like this. who->AddToHateList(this, hate); who->Damage(this, max_damage, SPELL_UNKNOWN, skill, false); if(!GetTarget()) //Make sure 'this' has not killed the target and 'this' is not dead (Damage shield ect). return; if(HasDied()) return; if (max_damage > 0) CheckNumHitsRemaining(5); if(aabonuses.SpecialAttackKBProc[0] && aabonuses.SpecialAttackKBProc[1] == skill){ //[AA Dragon Punch] value[0] = 100 for 25%, chance value[1] = skill int kb_chance = 25; kb_chance += (kb_chance * (100 - aabonuses.SpecialAttackKBProc[0]) / 100); if (MakeRandomInt(0, 99) < kb_chance) SpellFinished(904, who, 10, 0, -1, spells[904].ResistDiff); //who->Stun(100); Kayen: This effect does not stun on live, it only moves the NPC. } if (HasSkillProcs()) { float chance = ((float)ReuseTime * RuleR(Combat, AvgProcsPerMinute) / 60000.0f); TrySkillProc(who, skill, chance); } if(max_damage == -3 && !who->HasDied()) DoRiposte(who); } void Client::OPCombatAbility(const EQApplicationPacket *app) { if(!GetTarget()) return; if(spellend_timer.Enabled() || IsFeared() || IsStunned() || IsMezzed() || DivineAura() || dead) //make sure were actually able to use such an attack. return; CombatAbility_Struct* ca_atk = (CombatAbility_Struct*) app->pBuffer; if(GetTarget()->GetID() != ca_atk->m_target) return; //invalid packet. if(!IsAttackAllowed(GetTarget())) return; if(ca_atk->m_atk == 11) { //These two are not subject to the combat ability timer, as they already do their checking in conjunction with the attack timer throwing weapons if (ca_atk->m_skill == SkillThrowing) { SetAttackTimer(); ThrowingAttack(GetTarget()); if (CheckDoubleRangedAttack()) RangedAttack(GetTarget(), true); return; } if (ca_atk->m_skill == SkillArchery) {//ranged attack (archery) 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 } if(!CombatRange(GetTarget())) //check range for all these abilities, they are all close combat stuff return; if(!p_timers.Expired(&database, pTimerCombatAbility, false)) { Message(13,"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); if ((ca_atk->m_atk == 100) && (ca_atk->m_skill == SkillBash)) { // SLAM - Bash without a shield equipped if (GetTarget() != this) { CheckIncreaseSkill(SkillBash, GetTarget(), 10); DoAnim(animTailRake); int32 ht = 0; if(GetWeaponDamage(GetTarget(), GetInv().GetItem(SLOT_SECONDARY)) <= 0 && GetWeaponDamage(GetTarget(), GetInv().GetItem(SLOT_SHOULDER)) <= 0) dmg = -5; else { if(!GetTarget()->CheckHitChance(this, SkillBash, 0)) { dmg = 0; ht = GetBashDamage(); } else { if(RuleB(Combat, UseIntervalAC)) ht = dmg = GetBashDamage(); else ht = dmg = MakeRandomInt(1, GetBashDamage()); } } ReuseTime = (BashReuseTime - 1 - skill_reduction); ReuseTime = ((ReuseTime * HasteMod) / 100); DoSpecialAttackDamage(GetTarget(), SkillBash, dmg, 1, ht, ReuseTime); if(ReuseTime > 0) p_timers.Start(pTimerCombatAbility, ReuseTime); } return; } if ((ca_atk->m_atk == 100) && (ca_atk->m_skill == SkillFrenzy)) { CheckIncreaseSkill(SkillFrenzy, GetTarget(), 10); int AtkRounds = 3; int skillmod = (100 * GetSkill(SkillFrenzy) / MaxSkill(SkillFrenzy)); int32 max_dmg = (26 + ((((GetLevel() - 6) * 2)*skillmod) / 100)) * ((100 + RuleI(Combat, FrenzyBonus)) / 100); int32 min_dmg = 0; DoAnim(anim2HSlashing); max_dmg = mod_frenzy_damage(max_dmg); if (GetLevel() < 51) min_dmg = 1; else min_dmg = (GetLevel() * 8 / 10); if (min_dmg > max_dmg) max_dmg = min_dmg; ReuseTime = (FrenzyReuseTime - 1 - skill_reduction); ReuseTime = ((ReuseTime*HasteMod) / 100); while(AtkRounds > 0) { //Live parses show around 55% Triple 35% Double 10% Single, you will always get first hit. if (GetTarget() && (AtkRounds == 1 || MakeRandomInt(0,100) < 75)) DoSpecialAttackDamage(GetTarget(), SkillFrenzy, max_dmg, min_dmg, max_dmg , ReuseTime, true); AtkRounds--; } if(ReuseTime > 0) p_timers.Start(pTimerCombatAbility, ReuseTime); return; } switch(GetClass()) { case BERSERKER: case WARRIOR: case RANGER: case BEASTLORD: { if (ca_atk->m_atk != 100 || ca_atk->m_skill != SkillKick) break; if (GetTarget() != this) { CheckIncreaseSkill(SkillKick, GetTarget(), 10); DoAnim(animKick); int32 ht = 0; if(GetWeaponDamage(GetTarget(), GetInv().GetItem(SLOT_FEET)) <= 0) dmg = -5; else { if(!GetTarget()->CheckHitChance(this, SkillKick, 0)) { dmg = 0; ht = GetKickDamage(); } else { if(RuleB(Combat, UseIntervalAC)) ht = dmg = GetKickDamage(); else ht = dmg = MakeRandomInt(1, GetKickDamage()); } } ReuseTime = (KickReuseTime - 1 - skill_reduction); DoSpecialAttackDamage(GetTarget(), SkillKick, dmg, 1, ht, ReuseTime); } break; } case MONK: { ReuseTime = (MonkSpecialAttack(GetTarget(), ca_atk->m_skill) - 1 - skill_reduction); uint16 bDoubleSpecialAttack = itembonuses.DoubleSpecialAttack + spellbonuses.DoubleSpecialAttack + aabonuses.DoubleSpecialAttack; //Live AA - Technique of Master Wu if (bDoubleSpecialAttack && (bDoubleSpecialAttack >= 100 || bDoubleSpecialAttack > MakeRandomInt(0, 99))) { int MonkSPA [5] = { SkillFlyingKick, SkillDragonPunch, SkillEagleStrike, SkillTigerClaw, SkillRoundKick }; MonkSpecialAttack(GetTarget(), MonkSPA[MakeRandomInt(0, 4)]); if ((bDoubleSpecialAttack / 4) > MakeRandomInt(0, 99)) // always 1/4 of the double attack chance, 25% at rank 5 (100/4) MonkSpecialAttack(GetTarget(), MonkSPA[MakeRandomInt(0, 4)]); } 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((SkillUseTypes) ca_atk->m_skill, GetTarget(), 10); break; } case ROGUE: { if (ca_atk->m_atk != 100 || ca_atk->m_skill != SkillBackstab) break; TryBackstab(GetTarget(), ReuseTime); ReuseTime = (BackstabReuseTime - 1 - skill_reduction); break; } default: { ReuseTime = (9 - skill_reduction); //they have no abilities... wtf? make em wait a bit break; } } ReuseTime = ((ReuseTime * HasteMod) / 100); if(ReuseTime > 0) p_timers.Start(pTimerCombatAbility, 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 = 1; int reuse = 0; SkillUseTypes skill_type; //to avoid casting... even though it "would work" uint8 itemslot = SLOT_FEET; switch(unchecked_type) { case SkillFlyingKick: { skill_type = SkillFlyingKick; max_dmg = (((GetSTR() + GetSkill(skill_type)) * RuleI(Combat, FlyingKickBonus) / 100) + 35); min_dmg = ((level * 8) / 10); ApplySpecialAttackMod(skill_type, max_dmg, min_dmg); DoAnim(animFlyingKick); reuse = FlyingKickReuseTime; break; } case SkillDragonPunch: { skill_type = SkillDragonPunch; max_dmg = (((GetSTR() + GetSkill(skill_type)) * RuleI(Combat, DragonPunchBonus) / 100) + 26); itemslot = SLOT_HANDS; ApplySpecialAttackMod(skill_type, max_dmg, min_dmg); DoAnim(animTailRake); reuse = TailRakeReuseTime; break; } case SkillEagleStrike: { skill_type = SkillEagleStrike; max_dmg = (((GetSTR() + GetSkill(skill_type)) * RuleI(Combat, EagleStrikeBonus) / 100) + 19); itemslot = SLOT_HANDS; ApplySpecialAttackMod(skill_type, max_dmg, min_dmg); DoAnim(animEagleStrike); reuse = EagleStrikeReuseTime; break; } case SkillTigerClaw: { skill_type = SkillTigerClaw; max_dmg = (((GetSTR() + GetSkill(skill_type)) * RuleI(Combat, TigerClawBonus) / 100) + 12); itemslot = SLOT_HANDS; ApplySpecialAttackMod(skill_type, max_dmg, min_dmg); DoAnim(animTigerClaw); reuse = TigerClawReuseTime; break; } case SkillRoundKick: { skill_type = SkillRoundKick; max_dmg = (((GetSTR() + GetSkill(skill_type)) * RuleI(Combat, RoundKickBonus) / 100) + 10); ApplySpecialAttackMod(skill_type, max_dmg, min_dmg); DoAnim(animRoundKick); reuse = RoundKickReuseTime; break; } case SkillKick: { skill_type = SkillKick; max_dmg = GetKickDamage(); DoAnim(animKick); reuse = KickReuseTime; break; } default: { mlog(CLIENT__ERROR, "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) ndamage = -5; } else { if(GetWeaponDamage(other, (const Item_Struct*)nullptr) <= 0) ndamage = -5; } int32 ht = 0; if(ndamage == 0) { if(other->CheckHitChance(this, skill_type, 0)) { if(RuleB(Combat, UseIntervalAC)) ht = ndamage = max_dmg; else ht = ndamage = MakeRandomInt(min_dmg, max_dmg); } else ht = max_dmg; } ht = ndamage = mod_monk_special_damage(ndamage, skill_type); //This can potentially stack with changes to kick damage DoSpecialAttackDamage(other, skill_type, ndamage, min_dmg, ht, reuse); return(reuse); } void Mob::TryBackstab(Mob *other, int ReuseTime) { if(!other) return; bool bIsBehind = false; bool bCanFrontalBS = false; if(IsClient()) { const ItemInst *wpn = CastToClient()->GetInv().GetItem(SLOT_PRIMARY); if(!wpn || (wpn->GetItem()->ItemType != ItemType1HPiercing)) { Message_StringID(13, BACKSTAB_WEAPON); return; } } int tripleChance = (itembonuses.TripleBackstab + spellbonuses.TripleBackstab + aabonuses.TripleBackstab); //Live AA - Triple Backstab if (BehindMob(other, GetX(), GetY())) bIsBehind = true; else { int FrontalBSChance = (itembonuses.FrontalBackstabChance + spellbonuses.FrontalBackstabChance + aabonuses.FrontalBackstabChance); //Live AA - Seized Opportunity if (FrontalBSChance && (FrontalBSChance > MakeRandomInt(0, 100))) bCanFrontalBS = true; } if (bIsBehind || bCanFrontalBS) { // Player is behind other OR can do Frontal Backstab if (bCanFrontalBS) CastToClient()->Message(0,"Your fierce attack is executed with such grace, your target did not see it coming!"); int chance = (10 + (GetDEX() / 10) + (itembonuses.HeroicDEX / 10)); //18.5% chance at 85 dex 40% chance at 300 dex - chance to assassinate if(level >= 60 && other->GetLevel() <= 45 && !other->CastToNPC()->IsEngaged() && other->GetHP() <= 32000 && other->IsNPC() && MakeRandomFloat(0, 99) < chance) {// player is 60 or higher, mob 45 or under, and not aggro entity_list.MessageClose_StringID(this, false, 200, MT_CritMelee, ASSASSINATES, GetName()); if(IsClient()) CastToClient()->CheckIncreaseSkill(SkillBackstab, other, 10); RogueAssassinate(other); } else { RogueBackstab(other); if (level > 54) { float DoubleAttackProbability = ((GetSkill(SkillDoubleAttack) + GetLevel()) / 500.0f); // 62.4 max - Check for double attack with main hand assuming maxed DA Skill (MS) if(MakeRandomFloat(0, 1) < DoubleAttackProbability) { // Max 62.4 % chance of DA if(other->GetHP() > 0) RogueBackstab(other,false,ReuseTime); if (tripleChance && other->GetHP() > 0 && tripleChance > MakeRandomInt(0, 100)) RogueBackstab(other,false,ReuseTime); } } if(IsClient()) CastToClient()->CheckIncreaseSkill(SkillBackstab, other, 10); } } else if(aabonuses.FrontalBackstabMinDmg || itembonuses.FrontalBackstabMinDmg || spellbonuses.FrontalBackstabMinDmg) { //Live AA - Chaotic Backstab RogueBackstab(other, true); //we can stab from any angle, we do min damage though. if (level > 54) { float DoubleAttackProbability = ((GetSkill(SkillDoubleAttack) + GetLevel()) / 500.0f); // 62.4 max if(IsClient()) CastToClient()->CheckIncreaseSkill(SkillBackstab, other, 10); if(MakeRandomFloat(0, 1) < DoubleAttackProbability) // Max 62.4 % chance of DA - Check for double attack with main hand assuming maxed DA Skill (MS) if(other->GetHP() > 0) RogueBackstab(other,true, ReuseTime); if (tripleChance && other->GetHP() > 0 && tripleChance > MakeRandomInt(0, 100)) RogueBackstab(other,false,ReuseTime); } } else //We do a single regular attack if we attack from the front without chaotic stab Attack(other, 13); } void Mob::RogueBackstab(Mob* other, bool min_damage, int ReuseTime) { int32 ndamage = 0; int32 max_hit = 0; int32 min_hit = 0; int32 hate = 0; int32 primaryweapondamage = 0; int32 backstab_dmg = 0; if(IsClient()) { const ItemInst *wpn = nullptr; wpn = CastToClient()->GetInv().GetItem(SLOT_PRIMARY); if(wpn) { primaryweapondamage = GetWeaponDamage(other, wpn); backstab_dmg = wpn->GetItem()->BackstabDmg; for(int i = 0; i < MAX_AUGMENT_SLOTS; ++i) { ItemInst *aug = wpn->GetAugment(i); if(aug) backstab_dmg += aug->GetItem()->BackstabDmg; } } } else{ primaryweapondamage = ((GetLevel() / 7) + 1); // fallback incase it's a npc without a weapon, 2 dmg at 10, 10 dmg at 65 backstab_dmg = primaryweapondamage; } if(primaryweapondamage > 0){ if(level > 25) { max_hit = ((((2 * backstab_dmg) * GetDamageTable(SkillBackstab) / 100) * 10 * GetSkill(SkillBackstab) / 355) + ((level - 25) / 3) + 1) * ((100 + RuleI(Combat, BackstabBonus)) / 100); hate = 20 * backstab_dmg * GetSkill(SkillBackstab) / 355; } else { max_hit = ((((2 * backstab_dmg) * GetDamageTable(SkillBackstab) / 100) * 10 * GetSkill(SkillBackstab) / 355) + 1) * ((100 + RuleI(Combat, BackstabBonus)) / 100); hate = 20 * backstab_dmg * GetSkill(SkillBackstab) / 355; } if (level < 51) min_hit = (level * 15 / 10) * ((100 + RuleI(Combat, BackstabBonus)) / 100); else min_hit = ((level * (level * 5 - 105)) / 100) * ((100 + RuleI(Combat, BackstabBonus)) / 100); if(!other->CheckHitChance(this, SkillBackstab, 0)) ndamage = 0; else { if(min_damage) ndamage = min_hit; else { if (max_hit < min_hit) max_hit = min_hit; if(RuleB(Combat, UseIntervalAC)) ndamage = max_hit; else ndamage = MakeRandomInt(min_hit, max_hit); } } } else ndamage = -5; ndamage = mod_backstab_damage(ndamage); DoSpecialAttackDamage(other, SkillBackstab, ndamage, min_hit, hate, ReuseTime); DoAnim(animPiercing); } void Mob::RogueAssassinate(Mob* other) { //assassinate if(GetWeaponDamage(other, IsClient() ? CastToClient()->GetInv().GetItem(SLOT_PRIMARY) : (const ItemInst*)nullptr) > 0) other->Damage(this, 32000, SPELL_UNKNOWN, SkillBackstab); else other->Damage(this, -5, SPELL_UNKNOWN, SkillBackstab); DoAnim(animPiercing); //piercing animation } void Client::RangedAttack(Mob* other, bool CanDoubleAttack) { if(!CanDoubleAttack && ((attack_timer.Enabled() && !attack_timer.Check(false)) || (ranged_timer.Enabled() && !ranged_timer.Check()))) { //conditions to use an attack checked before we are called - 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 mlog(COMBAT__RANGED, "Throwing attack canceled. Timer not up. Attack %d, ranged %d", attack_timer.GetRemainingTime(), ranged_timer.GetRemainingTime()); //Message(0, "Error: Timer not up. Attack %d, ranged %d", attack_timer.GetRemainingTime(), ranged_timer.GetRemainingTime()); - The server and client timers are not exact matches currently, so this would spam too often if enabled return; } const ItemInst* RangeWeapon = m_inv[SLOT_RANGE]; int ammo_slot = SLOT_AMMO; //locate ammo const ItemInst* Ammo = m_inv[SLOT_AMMO]; //locate ammo if (!RangeWeapon || !RangeWeapon->IsType(ItemClassCommon)) { mlog(COMBAT__RANGED, "Ranged attack canceled. Missing or invalid ranged weapon (%d) in slot %d", GetItemIDAt(SLOT_RANGE), SLOT_RANGE); Message(0, "Error: Rangeweapon: GetItem(%i)==0, you have no bow!", GetItemIDAt(SLOT_RANGE)); return; } if (!Ammo || !Ammo->IsType(ItemClassCommon)) { mlog(COMBAT__RANGED, "Ranged attack canceled. Missing or invalid ammo item (%d) in slot %d", GetItemIDAt(SLOT_AMMO), SLOT_AMMO); Message(0, "Error: Ammo: GetItem(%i)==0, you have no ammo!", GetItemIDAt(SLOT_AMMO)); return; } const Item_Struct* RangeItem = RangeWeapon->GetItem(); const Item_Struct* AmmoItem = Ammo->GetItem(); if(RangeItem->ItemType != ItemTypeBow) { mlog(COMBAT__RANGED, "Ranged attack canceled. Ranged item is not a bow. type %d.", RangeItem->ItemType); Message(0, "Error: Rangeweapon: Item %d is not a bow.", RangeWeapon->GetID()); return; } if(AmmoItem->ItemType != ItemTypeArrow) { mlog(COMBAT__RANGED, "Ranged attack canceled. Ammo item is not an arrow. type %d.", AmmoItem->ItemType); Message(0, "Error: Ammo: type %d != %d, you have the wrong type of ammo!", AmmoItem->ItemType, ItemTypeArrow); return; } mlog(COMBAT__RANGED, "Shooting %s with bow %s (%d) and arrow %s (%d)", GetTarget()->GetName(), RangeItem->Name, RangeItem->ID, AmmoItem->Name, AmmoItem->ID); if(Ammo->GetCharges() == 1) { //look for ammo in inventory if we only have 1 left - first look for quivers int r; bool found = false; for(r = SLOT_PERSONAL_BEGIN; r <= SLOT_PERSONAL_END; r++) { const ItemInst *pi = m_inv[r]; if(pi == nullptr || !pi->IsType(ItemClassContainer)) continue; const Item_Struct* bagitem = pi->GetItem(); if(!bagitem || bagitem->BagType != BagTypeQuiver) continue; //we found a quiver, look for the ammo in it int i; for (i = 0; i < bagitem->BagSlots; i++) { ItemInst* 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; mlog(COMBAT__RANGED, "Using ammo from quiver stack at slot %d. %d 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 != SLOT_INVALID) { ammo_slot = aslot; Ammo = m_inv[aslot]; mlog(COMBAT__RANGED, "Using ammo from inventory stack at slot %d. %d in stack.", ammo_slot, Ammo->GetCharges()); } } } float range = (RangeItem->Range + AmmoItem->Range + 5); //Fudge it a little, client will let you hit something at 0 0 0 when you are at 205 0 0 mlog(COMBAT__RANGED, "Calculated bow range to be %.1f", range); range *= range; if(DistNoRootNoZ(*GetTarget()) > range) { mlog(COMBAT__RANGED, "Ranged attack out of range... client should catch this. (%f > %f).\n", DistNoRootNoZ(*GetTarget()), range); //target is out of range, client does a message return; } else if(DistNoRootNoZ(*GetTarget()) < (RuleI(Combat, MinRangedAttackDist) * RuleI(Combat, MinRangedAttackDist))) return; if(!IsAttackAllowed(GetTarget()) || IsCasting() || IsSitting() || (DivineAura() && !GetGM()) || IsStunned() || IsFeared() || IsMezzed() || (GetAppearance() == eaDead)) return; SendItemAnimation(GetTarget(), AmmoItem, SkillArchery); DoArcheryAttackDmg(GetTarget(), RangeWeapon, Ammo); int ChanceAvoidConsume = (aabonuses.ConsumeProjectile + itembonuses.ConsumeProjectile + spellbonuses.ConsumeProjectile); //EndlessQuiver AA base1 = 100% Chance to avoid consumption arrow. if (!ChanceAvoidConsume || (ChanceAvoidConsume < 100 && MakeRandomInt(0,99) > ChanceAvoidConsume)) { DeleteItemInInventory(ammo_slot, 1, true); mlog(COMBAT__RANGED, "Consumed one arrow from slot %d", ammo_slot); } else mlog(COMBAT__RANGED, "Endless Quiver prevented ammo consumption."); CheckIncreaseSkill(SkillArchery, GetTarget(), -15); if(invisible) { //break invis when you attack mlog(COMBAT__ATTACKS, "Removing invisibility due to melee attack."); BuffFadeByEffect(SE_Invisibility); BuffFadeByEffect(SE_Invisibility2); invisible = false; } if(invisible_undead) { mlog(COMBAT__ATTACKS, "Removing invisibility vs. undead due to melee attack."); BuffFadeByEffect(SE_InvisVsUndead); BuffFadeByEffect(SE_InvisVsUndead2); invisible_undead = false; } if(invisible_animals){ mlog(COMBAT__ATTACKS, "Removing invisibility vs. animals due to melee attack."); BuffFadeByEffect(SE_InvisVsAnimals); invisible_animals = false; } if (spellbonuses.NegateIfCombat) BuffFadeByEffect(SE_NegateIfCombat); if(hidden || improved_hidden) { hidden = false; improved_hidden = false; EQApplicationPacket* outapp = new EQApplicationPacket(OP_SpawnAppearance, sizeof(SpawnAppearance_Struct)); SpawnAppearance_Struct* sa_out = (SpawnAppearance_Struct*)outapp->pBuffer; sa_out->spawn_id = GetID(); sa_out->type = 0x03; sa_out->parameter = 0; entity_list.QueueClients(this, outapp, true); safe_delete(outapp); } } void Mob::DoArcheryAttackDmg(Mob* other, const ItemInst* RangeWeapon, const ItemInst* Ammo, uint16 weapon_damage, int16 chance_mod, int16 focus) { if (!CanDoSpecialAttack(other)) return; if (!other->CheckHitChance(this, SkillArchery, 13,chance_mod)) { mlog(COMBAT__RANGED, "Ranged attack missed %s.", other->GetName()); other->Damage(this, 0, SPELL_UNKNOWN, SkillArchery); } else { mlog(COMBAT__RANGED, "Ranged attack hit %s.", other->GetName()); if(!TryHeadShot(other, SkillArchery)) { int32 TotalDmg = 0; int16 WDmg = 0; int16 ADmg = 0; if (!weapon_damage) { WDmg = GetWeaponDamage(other, RangeWeapon); ADmg = GetWeaponDamage(other, Ammo); } else WDmg = weapon_damage; if((WDmg > 0) || (ADmg > 0)) { if(WDmg < 0) WDmg = 0; if(ADmg < 0) ADmg = 0; uint32 MaxDmg = ((RuleR(Combat, ArcheryBaseDamageBonus) * (WDmg + ADmg) * GetDamageTable(SkillArchery)) / 100); int32 hate = ((WDmg + ADmg)); uint16 bonusArcheryDamageModifier = (aabonuses.ArcheryDamageModifier + itembonuses.ArcheryDamageModifier + spellbonuses.ArcheryDamageModifier); MaxDmg += (MaxDmg * bonusArcheryDamageModifier / 100); mlog(COMBAT__RANGED, "Bow DMG %d, Arrow DMG %d, Max Damage %d.", WDmg, ADmg, MaxDmg); bool dobonus = false; if(GetClass() == RANGER && GetLevel() > 50) { int bonuschance = RuleI(Combat, ArcheryBonusChance); bonuschance = mod_archery_bonus_chance(bonuschance, RangeWeapon); if(!RuleB(Combat, UseArcheryBonusRoll) || (MakeRandomInt(1, 100) < bonuschance)) { if(RuleB(Combat, ArcheryBonusRequiresStationary)) { if(other->IsNPC() && !other->IsMoving() && !other->IsRooted()) dobonus = true; } else dobonus = true; } if(dobonus) { MaxDmg *= (float)2; hate *= (float)2; MaxDmg = mod_archery_bonus_damage(MaxDmg, RangeWeapon); mlog(COMBAT__RANGED, "Ranger. Double damage success roll, doubling damage to %d", MaxDmg); Message_StringID(MT_CritMelee, BOW_DOUBLE_DAMAGE); } } if (MaxDmg == 0) MaxDmg = 1; if(RuleB(Combat, UseIntervalAC)) TotalDmg = MaxDmg; else TotalDmg = MakeRandomInt(1, MaxDmg); int minDmg = 1; if(GetLevel() > 25){ //twice, for ammo and weapon TotalDmg += (2 * ((GetLevel() - 25) / 3)); minDmg += (2 * ((GetLevel() - 25) / 3)); minDmg += (minDmg * GetMeleeMinDamageMod_SE(SkillArchery) / 100); hate += (2 * ((GetLevel() - 25) / 3)); } other->AvoidDamage(this, TotalDmg, false); other->MeleeMitigation(this, TotalDmg, minDmg); if(TotalDmg > 0) { TotalDmg += (TotalDmg * focus / 100); ApplyMeleeDamageBonus(SkillArchery, TotalDmg); TotalDmg += other->GetFcDamageAmtIncoming(this, 0, true, SkillArchery); TotalDmg += ((itembonuses.HeroicDEX / 10) + (TotalDmg * other->GetSkillDmgTaken(SkillArchery) / 100) + GetSkillDmgAmt(SkillArchery)); TotalDmg = mod_archery_damage(TotalDmg, dobonus, RangeWeapon); TryCriticalHit(other, SkillArchery, TotalDmg); other->AddToHateList(this, hate, 0, false); CheckNumHitsRemaining(5); } } else TotalDmg = -5; other->Damage(this, TotalDmg, SPELL_UNKNOWN, SkillArchery); } } if((RangeWeapon != nullptr) && GetTarget() && other && (other->GetHP() > -10)) //try proc on hits and misses TryWeaponProc(RangeWeapon, other, 11); if((Ammo != NULL) && GetTarget() && other && (other->GetHP() > -10)) //Arrow procs because why not? TryWeaponProc(Ammo, other, 11); } void NPC::RangedAttack(Mob* other) { if((attack_timer.Enabled() && !attack_timer.Check(false)) || (ranged_timer.Enabled() && !ranged_timer.Check())) { //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 mlog(COMBAT__RANGED, "Archery cancelled. Timer not up. Attack %d, ranged %d", attack_timer.GetRemainingTime(), ranged_timer.GetRemainingTime()); return; } const Item_Struct* weapon = nullptr; const Item_Struct* ammo = nullptr; if(!GetSpecialAbility(SPECATK_RANGED_ATK)) //if we have SPECATK_RANGED_ATK set then we range attack without weapon or ammo find our bow and ammo return if we can't find them... return; float range = 250; // needs to be longer than 200(most spells) mlog(COMBAT__RANGED, "Calculated bow range to be %.1f", range); range *= range; if(DistNoRootNoZ(*GetTarget()) > range) { mlog(COMBAT__RANGED, "Ranged attack out of range...%.2f vs %.2f", DistNoRootNoZ(*GetTarget()), range); //target is out of range, client does a message return; } else if(DistNoRootNoZ(*GetTarget()) < (RuleI(Combat, MinRangedAttackDist) * RuleI(Combat, MinRangedAttackDist))) return; if(!IsAttackAllowed(GetTarget()) || IsCasting() || DivineAura() || IsStunned() || IsFeared() || IsMezzed() || (GetAppearance() == eaDead)) return; if(!ammo) ammo = database.GetItem(8005); if(ammo) SendItemAnimation(GetTarget(), ammo, SkillArchery); FaceTarget(GetTarget()); //Face the Target if (!GetTarget()->CheckHitChance(this, SkillArchery, 13)) { //Hit? mlog(COMBAT__RANGED, "Ranged attack missed %s.", GetTarget()->GetName()); GetTarget()->Damage(this, 0, SPELL_UNKNOWN, SkillArchery); } else { int16 WDmg = GetWeaponDamage(GetTarget(), weapon); int16 ADmg = GetWeaponDamage(GetTarget(), ammo); if(WDmg > 0 || ADmg > 0) { mlog(COMBAT__RANGED, "Ranged attack hit %s.", GetTarget()->GetName()); int32 TotalDmg = 0; 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); int32 hate = TotalDmg; GetTarget()->MeleeMitigation(this, TotalDmg, MinDmg); ApplyMeleeDamageBonus(SkillArchery, TotalDmg); TryCriticalHit(GetTarget(), SkillArchery, TotalDmg); GetTarget()->AddToHateList(this, hate, 0, false); GetTarget()->Damage(this, TotalDmg, SPELL_UNKNOWN, SkillArchery); CheckNumHitsRemaining(5); } else GetTarget()->Damage(this, -5, SPELL_UNKNOWN, SkillArchery); } if(invisible) { //break invis when you attack mlog(COMBAT__ATTACKS, "Removing invisibility due to melee attack."); BuffFadeByEffect(SE_Invisibility); BuffFadeByEffect(SE_Invisibility2); invisible = false; } if(invisible_undead) { mlog(COMBAT__ATTACKS, "Removing invisibility vs. undead due to melee attack."); BuffFadeByEffect(SE_InvisVsUndead); BuffFadeByEffect(SE_InvisVsUndead2); invisible_undead = false; } if(invisible_animals){ mlog(COMBAT__ATTACKS, "Removing invisibility vs. animals due to melee attack."); BuffFadeByEffect(SE_InvisVsAnimals); invisible_animals = false; } if (spellbonuses.NegateIfCombat) BuffFadeByEffect(SE_NegateIfCombat); if(hidden || improved_hidden){ hidden = false; improved_hidden = false; EQApplicationPacket* outapp = new EQApplicationPacket(OP_SpawnAppearance, sizeof(SpawnAppearance_Struct)); SpawnAppearance_Struct* sa_out = (SpawnAppearance_Struct*)outapp->pBuffer; sa_out->spawn_id = GetID(); sa_out->type = 0x03; sa_out->parameter = 0; entity_list.QueueClients(this, outapp, true); safe_delete(outapp); } } uint32 Mob::GetThrownDamage(int16 wDmg, int32& TotalDmg, int& minDmg) { uint16 MaxDmg = (((2 * wDmg) * GetDamageTable(SkillThrowing)) / 100); if (MaxDmg == 0) MaxDmg = 1; if(RuleB(Combat, UseIntervalAC)) TotalDmg = MaxDmg; else TotalDmg = MakeRandomInt(1, MaxDmg); minDmg = 1; if(GetLevel() > 25) { TotalDmg += ((GetLevel() - 25) / 3); minDmg += ((GetLevel() - 25) / 3); minDmg += (minDmg * GetMeleeMinDamageMod_SE(SkillThrowing) / 100); } if(MaxDmg < minDmg) MaxDmg = minDmg; MaxDmg = mod_throwing_damage(MaxDmg); return MaxDmg; } void Client::ThrowingAttack(Mob* other, bool CanDoubleAttack) { if((!CanDoubleAttack && (attack_timer.Enabled() && !attack_timer.Check(false)) || (ranged_timer.Enabled() && !ranged_timer.Check()))) { //old was 51 - conditions to use an attack checked before we are called - 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 mlog(COMBAT__RANGED, "Throwing attack canceled. Timer not up. Attack %d, ranged %d", attack_timer.GetRemainingTime(), ranged_timer.GetRemainingTime()); //Message(0, "Error: Timer not up. Attack %d, ranged %d", attack_timer.GetRemainingTime(), ranged_timer.GetRemainingTime()); - The server and client timers are not exact matches currently, so this would spam too often if enabled return; } int ammo_slot = SLOT_RANGE; const ItemInst* RangeWeapon = m_inv[SLOT_RANGE]; if (!RangeWeapon || !RangeWeapon->IsType(ItemClassCommon)) { mlog(COMBAT__RANGED, "Ranged attack canceled. Missing or invalid ranged weapon (%d) in slot %d", GetItemIDAt(SLOT_RANGE), SLOT_RANGE); Message(0, "Error: Rangeweapon: GetItem(%i)==0, you have nothing to throw!", GetItemIDAt(SLOT_RANGE)); return; } const Item_Struct* item = RangeWeapon->GetItem(); if(item->ItemType != ItemTypeLargeThrowing && item->ItemType != ItemTypeSmallThrowing) { mlog(COMBAT__RANGED, "Ranged attack canceled. Ranged item %d is not a throwing weapon. type %d.", item->ItemType); Message(0, "Error: Rangeweapon: GetItem(%i)==0, you have nothing useful to throw!", GetItemIDAt(SLOT_RANGE)); return; } mlog(COMBAT__RANGED, "Throwing %s (%d) at %s", item->Name, item->ID, GetTarget()->GetName()); if(RangeWeapon->GetCharges() == 1) { //first check ammo const ItemInst* AmmoItem = m_inv[SLOT_AMMO]; if(AmmoItem != nullptr && AmmoItem->GetID() == RangeWeapon->GetID()) { //more in the ammo slot, use it RangeWeapon = AmmoItem; ammo_slot = SLOT_AMMO; mlog(COMBAT__RANGED, "Using ammo from ammo slot, stack at slot %d. %d in stack.", ammo_slot, RangeWeapon->GetCharges()); } else { //look through our inventory for more int32 aslot = m_inv.HasItem(item->ID, 1, invWherePersonal); if(aslot != SLOT_INVALID) { //the item wont change, but the instance does, not that it matters ammo_slot = aslot; RangeWeapon = m_inv[aslot]; mlog(COMBAT__RANGED, "Using ammo from inventory slot, stack at slot %d. %d in stack.", ammo_slot, RangeWeapon->GetCharges()); } } } int range = (item->Range + 50); //Fudge it a little, client will let you hit something at 0 0 0 when you are at 205 0 0 mlog(COMBAT__RANGED, "Calculated bow range to be %.1f", range); range *= range; if(DistNoRootNoZ(*GetTarget()) > range) { mlog(COMBAT__RANGED, "Throwing attack out of range... client should catch this. (%f > %f).\n", DistNoRootNoZ(*GetTarget()), range); //target is out of range, client does a message return; } else if(DistNoRootNoZ(*GetTarget()) < (RuleI(Combat, MinRangedAttackDist)*RuleI(Combat, MinRangedAttackDist))){ return; } if(!IsAttackAllowed(GetTarget()) || IsCasting() || IsSitting() || (DivineAura() && !GetGM()) || IsStunned() || IsFeared() || IsMezzed() || (GetAppearance() == eaDead)) return; SendItemAnimation(GetTarget(), item, SkillThrowing); //send item animation, also does the throw animation DoThrowingAttackDmg(GetTarget(), RangeWeapon, item); DeleteItemInInventory(ammo_slot, 1, true); //consume ammo CheckIncreaseSkill(SkillThrowing, GetTarget()); if(invisible) { //break invis when you attack mlog(COMBAT__ATTACKS, "Removing invisibility due to melee attack."); BuffFadeByEffect(SE_Invisibility); BuffFadeByEffect(SE_Invisibility2); invisible = false; } if(invisible_undead) { mlog(COMBAT__ATTACKS, "Removing invisibility vs. undead due to melee attack."); BuffFadeByEffect(SE_InvisVsUndead); BuffFadeByEffect(SE_InvisVsUndead2); invisible_undead = false; } if(invisible_animals){ mlog(COMBAT__ATTACKS, "Removing invisibility vs. animals due to melee attack."); BuffFadeByEffect(SE_InvisVsAnimals); invisible_animals = false; } if (spellbonuses.NegateIfCombat) BuffFadeByEffect(SE_NegateIfCombat); if(hidden || improved_hidden){ hidden = false; improved_hidden = false; EQApplicationPacket* outapp = new EQApplicationPacket(OP_SpawnAppearance, sizeof(SpawnAppearance_Struct)); SpawnAppearance_Struct* sa_out = (SpawnAppearance_Struct*)outapp->pBuffer; sa_out->spawn_id = GetID(); sa_out->type = 0x03; sa_out->parameter = 0; entity_list.QueueClients(this, outapp, true); safe_delete(outapp); } } void Mob::DoThrowingAttackDmg(Mob* other, const ItemInst* RangeWeapon, const Item_Struct* item, uint16 weapon_damage, int16 chance_mod, int16 focus) { if (!CanDoSpecialAttack(other)) return; if (!other->CheckHitChance(this, SkillThrowing, 13, chance_mod)) { mlog(COMBAT__RANGED, "Ranged attack missed %s.", other->GetName()); other->Damage(this, 0, SPELL_UNKNOWN, SkillThrowing); } else { mlog(COMBAT__RANGED, "Throwing attack hit %s.", other->GetName()); int16 WDmg = 0; if (!weapon_damage && item != nullptr) WDmg = GetWeaponDamage(other, item); else WDmg = weapon_damage; int32 TotalDmg = 0; if(WDmg > 0) { int minDmg = 1; uint32 MaxDmg = GetThrownDamage(WDmg, TotalDmg, minDmg); mlog(COMBAT__RANGED, "Item DMG %d. Max Damage %d. Hit for damage %d", WDmg, MaxDmg, TotalDmg); other->AvoidDamage(this, TotalDmg, false); //CanRiposte=false - Can not riposte throw attacks. other->MeleeMitigation(this, TotalDmg, minDmg); if(TotalDmg > 0) { TotalDmg += (TotalDmg * focus / 100); ApplyMeleeDamageBonus(SkillThrowing, TotalDmg); TotalDmg += other->GetFcDamageAmtIncoming(this, 0, true, SkillThrowing); TotalDmg += ((itembonuses.HeroicDEX / 10) + (TotalDmg * other->GetSkillDmgTaken(SkillThrowing) / 100) + GetSkillDmgAmt(SkillThrowing)); TryCriticalHit(other, SkillThrowing, TotalDmg); int32 hate = (2 * WDmg); other->AddToHateList(this, hate, 0, false); CheckNumHitsRemaining(5); } } else TotalDmg = -5; other->Damage(this, TotalDmg, SPELL_UNKNOWN, SkillThrowing); } if((RangeWeapon != nullptr) && GetTarget() && other && (other->GetHP() > -10)) TryWeaponProc(RangeWeapon, other, 11); } void Mob::SendItemAnimation(Mob *to, const Item_Struct *item, SkillUseTypes skillInUse) { EQApplicationPacket *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); as->velocity = 4.0;//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. as->launch_angle = (CalculateHeadingToTarget(to->GetX(), to->GetY()) * 2); //these angle and tilt used together seem to make the arrow/knife throw as straight as I can make it as->tilt = 125; as->arc = 50; as->unknown088 = 125; //fill in some unknowns, we dont know their meaning yet neither of these seem to change the behavior any 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) { const Item_Struct* 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) item_type = item->ItemType; if(!speed) speed = 4.0; if(!angle) angle = (CalculateHeadingToTarget(to->GetX(), to->GetY()) * 2); if(!tilt) tilt = 125; if(!arc) arc = 50; const char *item_IDFile = item->IDFile; if (IDFile && (strncmp(IDFile, "IT", 2) == 0)) item_IDFile = IDFile; EQApplicationPacket *outapp = new EQApplicationPacket(OP_SomeItemPacketMaybe, sizeof(Arrow_Struct)); // See SendItemAnimation() for some notes on this 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 = 0; // 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); if((taunt_time || ca_time || ka_time) && !IsAttackAllowed(target)) //only check attack allowed if we are going to do something return; if(ka_time){ int knightreuse = 1000; switch(GetClass()){ case SHADOWKNIGHT: case SHADOWKNIGHTGM: { CastSpell(SPELL_NPC_HARM_TOUCH, target->GetID()); knightreuse = (HarmTouchReuseTime * 1000); break; } case PALADIN: case PALADINGM: { if(GetHPRatio() < 20) { CastSpell(SPELL_LAY_ON_HANDS, GetID()); knightreuse = (LayOnHandsReuseTime * 1000); } else knightreuse = 2000; //Check again in two seconds. break; } } knightattack_timer.Start(knightreuse); } if (taunting && HasOwner() && target->IsNPC() && target->GetBodyType() != BT_Undead && taunt_time) { //general stuff, for all classes.... only gets used when their primary ability get used too this->GetOwner()->Message_StringID(MT_PetResponse, PET_TAUNTING); Taunt(target->CastToNPC(), false); } if(!ca_time) return; float HasteModifier = 0; if(GetHaste() > 0) HasteModifier = (10000 / (100 + GetHaste())); else if(GetHaste() < 0) HasteModifier = (100 - GetHaste()); else HasteModifier = 100; 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; switch(GetClass()) { //class specific stuff... case ROGUE: case ROGUEGM: { if(level >= 10) { reuse = (BackstabReuseTime * 1000); TryBackstab(target, reuse); did_attack = true; } break; } case MONK: case MONKGM: { uint8 satype = SkillKick; if(level > 29) satype = SkillFlyingKick; else if(level > 24) satype = SkillDragonPunch; else if(level > 19) satype = SkillEagleStrike; else if(level > 9) satype = SkillTigerClaw; else if(level > 4) satype = SkillRoundKick; reuse = MonkSpecialAttack(target, satype); reuse *= 1000; did_attack = true; break; } case WARRIOR: case WARRIORGM: { if(level >= RuleI(Combat, NPCBashKickLevel)) { if(MakeRandomInt(0, 100) > 25) { //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); int32 dmg = 0; if(GetWeaponDamage(target, (const Item_Struct*)nullptr) <= 0) dmg = -5; else { if(target->CheckHitChance(this, SkillKick, 0)) { if(RuleB(Combat, UseIntervalAC)) dmg = GetKickDamage(); else dmg = MakeRandomInt(1, GetKickDamage()); } } reuse = (KickReuseTime * 1000); DoSpecialAttackDamage(target, SkillKick, dmg, 1, -1, reuse); did_attack = true; } else { DoAnim(animTailRake); int32 dmg = 0; if(GetWeaponDamage(target, (const Item_Struct*)nullptr) <= 0) dmg = -5; else { if(target->CheckHitChance(this, SkillBash, 0)) { if(RuleB(Combat, UseIntervalAC)) dmg = GetBashDamage(); else dmg = MakeRandomInt(1, GetBashDamage()); } } reuse = (BashReuseTime * 1000); DoSpecialAttackDamage(target, SkillBash, dmg, 1, -1, reuse); did_attack = true; } } break; } case BERSERKER: case BERSERKERGM: { int AtkRounds = 3; int32 max_dmg = (26 + ((GetLevel() - 6) * 2)); int32 min_dmg = 0; DoAnim(anim2HSlashing); if (GetLevel() < 51) min_dmg = 1; else min_dmg = (GetLevel() * 8 / 10); if (min_dmg > max_dmg) max_dmg = min_dmg; reuse = (FrenzyReuseTime * 1000); while(AtkRounds > 0) { if (GetTarget() && (AtkRounds == 1 || MakeRandomInt(0,100) < 75)) DoSpecialAttackDamage(GetTarget(), SkillFrenzy, max_dmg, min_dmg, -1 , reuse, true); AtkRounds--; } did_attack = true; break; } case RANGER: case RANGERGM: case BEASTLORD: case BEASTLORDGM: { if(level >= RuleI(Combat, NPCBashKickLevel)) { //kick DoAnim(animKick); int32 dmg = 0; if(GetWeaponDamage(target, (const Item_Struct*)nullptr) <= 0) dmg = -5; else { if(target->CheckHitChance(this, SkillKick, 0)) { if(RuleB(Combat, UseIntervalAC)) dmg = GetKickDamage(); else dmg = MakeRandomInt(1, GetKickDamage()); } } reuse = (KickReuseTime * 1000); DoSpecialAttackDamage(target, SkillKick, dmg, 1, -1, reuse); did_attack = true; } break; } case CLERIC: case CLERICGM: case SHADOWKNIGHT: case SHADOWKNIGHTGM: case PALADIN: case PALADINGM: { //clerics can bash too. if(level >= RuleI(Combat, NPCBashKickLevel)) { DoAnim(animTailRake); int32 dmg = 0; if(GetWeaponDamage(target, (const Item_Struct*)nullptr) <= 0) dmg = -5; else { if(target->CheckHitChance(this, SkillBash, 0)) { if(RuleB(Combat, UseIntervalAC)) dmg = GetBashDamage(); else dmg = MakeRandomInt(1, GetBashDamage()); } } reuse = (BashReuseTime * 1000); DoSpecialAttackDamage(target, SkillBash, dmg, 1, -1, reuse); did_attack = true; } break; } } classattack_timer.Start(reuse * HasteModifier / 100); } 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; if(!CombatRange(ca_target)) //check range for all these abilities, they are all close combat stuff return; if(!IsRiposte && (!p_timers.Expired(&database, pTimerCombatAbility, false))) 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; uint16 skill_to_use = -1; if (skill == -1) { switch(GetClass()) { case WARRIOR: case RANGER: case BEASTLORD: { skill_to_use = SkillKick; break; } case BERSERKER: { skill_to_use = SkillFrenzy; break; } case SHADOWKNIGHT: case PALADIN: { skill_to_use = SkillBash; break; } case MONK: { if(GetLevel() >= 30) skill_to_use = SkillFlyingKick; else if(GetLevel() >= 25) skill_to_use = SkillDragonPunch; else if(GetLevel() >= 20) skill_to_use = SkillEagleStrike; else if(GetLevel() >= 10) skill_to_use = SkillTigerClaw; else if(GetLevel() >= 5) skill_to_use = SkillRoundKick; else skill_to_use = SkillKick; break; } case ROGUE: { skill_to_use = SkillBackstab; break; } } } else skill_to_use = skill; if(skill_to_use == -1) return; if(skill_to_use == SkillBash) { if (ca_target != this) { DoAnim(animTailRake); if(GetWeaponDamage(ca_target, GetInv().GetItem(SLOT_SECONDARY)) <= 0 && GetWeaponDamage(ca_target, GetInv().GetItem(SLOT_SHOULDER)) <= 0) dmg = -5; else { if(!ca_target->CheckHitChance(this, SkillBash, 0)) dmg = 0; else { if(RuleB(Combat, UseIntervalAC)) dmg = GetBashDamage(); else dmg = MakeRandomInt(1, GetBashDamage()); } } ReuseTime = (BashReuseTime - 1); ReuseTime = ((ReuseTime * HasteMod) / 100); DoSpecialAttackDamage(ca_target, SkillBash, dmg, 1,-1,ReuseTime); if(ReuseTime > 0 && !IsRiposte) p_timers.Start(pTimerCombatAbility, ReuseTime); } return; } if(skill_to_use == SkillFrenzy) { CheckIncreaseSkill(SkillFrenzy, GetTarget(), 10); int AtkRounds = 3; int skillmod = (100 * GetSkill(SkillFrenzy)/MaxSkill(SkillFrenzy)); int32 max_dmg = (26 + ((((GetLevel() - 6) * 2)*skillmod) / 100)) * ((100 + RuleI(Combat, FrenzyBonus)) / 100); int32 min_dmg = 0; DoAnim(anim2HSlashing); if (GetLevel() < 51) min_dmg = 1; else min_dmg = (GetLevel() * 8 / 10); if (min_dmg > max_dmg) max_dmg = min_dmg; ReuseTime = (FrenzyReuseTime - 1); ReuseTime = ((ReuseTime * HasteMod) / 100); while(AtkRounds > 0) { //Live parses show around 55% Triple 35% Double 10% Single, you will always get first hit. if (GetTarget() && (AtkRounds == 1 || MakeRandomInt(0,100) < 75)) DoSpecialAttackDamage(GetTarget(), SkillFrenzy, max_dmg, min_dmg, max_dmg , ReuseTime, true); AtkRounds--; } if(ReuseTime > 0 && !IsRiposte) p_timers.Start(pTimerCombatAbility, ReuseTime); return; } if(skill_to_use == SkillKick) { if(ca_target != this) { DoAnim(animKick); if(GetWeaponDamage(ca_target, GetInv().GetItem(SLOT_FEET)) <= 0) dmg = -5; else { if(!ca_target->CheckHitChance(this, SkillKick, 0)) dmg = 0; else { if(RuleB(Combat, UseIntervalAC)) dmg = GetKickDamage(); else dmg = MakeRandomInt(1, GetKickDamage()); } } ReuseTime = (KickReuseTime - 1); DoSpecialAttackDamage(ca_target, SkillKick, dmg, 1,-1, ReuseTime); } } if(skill_to_use == SkillFlyingKick || skill_to_use == SkillDragonPunch || skill_to_use == SkillEagleStrike || skill_to_use == SkillTigerClaw || skill_to_use == SkillRoundKick) { ReuseTime = (MonkSpecialAttack(ca_target, skill_to_use) - 1); MonkSpecialAttack(ca_target, skill_to_use); if (IsRiposte) return; uint16 bDoubleSpecialAttack = itembonuses.DoubleSpecialAttack + spellbonuses.DoubleSpecialAttack + aabonuses.DoubleSpecialAttack; //Live AA - Technique of Master Wu if(bDoubleSpecialAttack && (bDoubleSpecialAttack >= 100 || bDoubleSpecialAttack > MakeRandomInt(0,100))) { int MonkSPA [5] = { SkillFlyingKick, SkillDragonPunch, SkillEagleStrike, SkillTigerClaw, SkillRoundKick }; MonkSpecialAttack(ca_target, MonkSPA[MakeRandomInt(0,4)]); int TripleChance = 25; if (bDoubleSpecialAttack > 100) TripleChance += TripleChance*(100-bDoubleSpecialAttack)/100; if(TripleChance > MakeRandomInt(0,100)) MonkSpecialAttack(ca_target, MonkSPA[MakeRandomInt(0,4)]); } } if(skill_to_use == SkillBackstab) { ReuseTime = (BackstabReuseTime - 1); if (IsRiposte) ReuseTime=0; TryBackstab(ca_target,ReuseTime); } ReuseTime = ((ReuseTime * HasteMod) / 100); if(ReuseTime > 0 && !IsRiposte) p_timers.Start(pTimerCombatAbility, ReuseTime); } void Mob::Taunt(NPC* who, bool always_succeed, float chance_bonus) { if (who == nullptr) return; if(DivineAura()) return; if(!CombatRange(who)) return; if(!always_succeed && IsClient()) CastToClient()->CheckIncreaseSkill(SkillTaunt, who, 10); Mob *hate_top = who->GetHateMost(); float level_difference = GetLevel() - who->GetLevel(); if ((RuleB(Combat,TauntOverLevel) == false) && (level_difference < 0) || who->GetSpecialAbility(IMMUNE_TAUNT)) {//Support for how taunt worked pre 2000 on LIVE - Can not taunt NPC over your level. Message_StringID(MT_SpellFailure,FAILED_TAUNT); return; } if ((hate_top && hate_top->GetHPRatio() >= 20) || hate_top == nullptr) { //All values used based on live parses after taunt was updated in 2006. int32 newhate = 0; float tauntchance = 50.0f; if(always_succeed) tauntchance = 101.0f; else { if (level_difference < 0) { tauntchance += (level_difference * 3); if (tauntchance < 20) tauntchance = 20.0f; } else { tauntchance += (level_difference * 5); if (tauntchance > 65) tauntchance = 65.0f; } } if (IsClient() && !always_succeed) //TauntSkillFalloff rate is not based on any real data. Default of 33% gives a reasonable result. tauntchance -= (RuleR(Combat,TauntSkillFalloff) * (CastToClient()->MaxSkill(SkillTaunt) - GetSkill(SkillTaunt))); if (chance_bonus) //From SE_Taunt (Does a taunt with a chance modifier) tauntchance += (tauntchance * chance_bonus / 100.0f); if (tauntchance < 1) tauntchance = 1.0f; tauntchance /= 100.0f; if (tauntchance > MakeRandomFloat(0, 1)) { if (hate_top && hate_top != this) { newhate = ((who->GetNPCHate(hate_top) - who->GetNPCHate(this)) + 1); who->CastToNPC()->AddToHateList(this, newhate); } else who->CastToNPC()->AddToHateList(this,12); if (who->CanTalk()) who->Say_StringID(SUCCESSFUL_TAUNT,GetCleanName()); } else Message_StringID(MT_SpellFailure,FAILED_TAUNT); } else Message_StringID(MT_SpellFailure,FAILED_TAUNT); if (HasSkillProcs()) { float chance = ((float)TauntReuseTime * RuleR(Combat, AvgProcsPerMinute) / 60000.0f); TrySkillProc(who, SkillTaunt, chance); } } void Mob::InstillDoubt(Mob *who) { if(!who || !who->IsNPC()) //make sure we can use this skill - *int skill = GetSkill(INTIMIDATION);*/ unused - make sure our target is an NPC return; if(DivineAura()) return; if(!CombatRange(who)) //range check return; if(IsClient()) CastToClient()->CheckIncreaseSkill(SkillIntimidation, who, 10); int value = 0; //I think this formula needs work value += (GetSkill(SkillIntimidation) + GetCHA() / 4); //user's bonus value -= (target->GetLevel() * 4 + who->GetWIS() / 4); //target's counters if (MakeRandomInt(0,99) < value) SpellOnTarget(229, who, false, true, -2000); //temporary hack... - cast fear on them... should prolly be a different spell -and should be un-resistable. - is there a success message? else Message_StringID(4,NOT_SCARING); //Idea from WR: /* if (target->IsNPC() && MakeRandomInt(0,99) < 10 ) { entity_list.MessageClose(target, false, 50, MT_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); }*/ } bool Mob::TryHeadShot(Mob* defender, SkillUseTypes skillInUse) { bool Result = false; if(defender && skillInUse == SkillArchery) { if(GetAA(aaHeadshot) && defender->GetBodyType() == BT_Humanoid) { if((GetLevelCon(GetLevel(), defender->GetLevel()) == CON_LIGHTBLUE || GetLevelCon(GetLevel(), defender->GetLevel()) == CON_GREEN) && defender->GetLevel() <= 60 && !defender->IsClient()) { int AttackerChance = (20 + ((GetLevel() - 51) / 2) + (itembonuses.HeroicDEX / 10));// WildcardX: These chance formula's below are arbitrary. If someone has a better formula that is more consistent with live, feel free to update these. int DefenderChance = MakeRandomInt(0, 100); if(AttackerChance > DefenderChance) { mlog(COMBAT__ATTACKS, "Landed a headshot: Attacker chance was %f and Defender chance was %f.", AttackerChance, DefenderChance); entity_list.MessageClose_StringID(this, false, 200, MT_CritMelee, FATAL_BOW_SHOT, GetName()); defender->Damage(this, 32000, SPELL_UNKNOWN, skillInUse); Result = true; } else mlog(COMBAT__ATTACKS, "FAILED a headshot: Attacker chance was %f and Defender chance was %f.", AttackerChance, DefenderChance); } } } return Result; } void Mob::DoMeleeSkillAttackDmg(Mob* other, uint16 weapon_damage, SkillUseTypes skillinuse, int16 chance_mod, int16 focus, bool CanRiposte) { if (!CanDoSpecialAttack(other)) return; if (skillinuse == SkillBegging) //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. skillinuse = SkillOffense; int damage = 0; uint32 hate = 0; int Hand = 13; if (hate == 0 && weapon_damage > 1) hate = weapon_damage; if(weapon_damage > 0) { if(GetClass() == BERSERKER){ int bonus = (3 + GetLevel() / 10); weapon_damage = (weapon_damage * (100 + bonus) / 100); } int32 min_hit = 1; int32 max_hit = ((2 * weapon_damage * GetDamageTable(skillinuse)) / 100); if(GetLevel() >= 28 && IsWarriorClass()) { int ucDamageBonus = GetWeaponDamageBonus((const Item_Struct*) nullptr); min_hit += (int) ucDamageBonus; max_hit += (int) ucDamageBonus; hate += ucDamageBonus; } ApplySpecialAttackMod(skillinuse, max_hit, min_hit); min_hit += (min_hit * GetMeleeMinDamageMod_SE(skillinuse) / 100); if(max_hit < min_hit) max_hit = min_hit; if(RuleB(Combat, UseIntervalAC)) damage = max_hit; else damage = MakeRandomInt(min_hit, max_hit); if(!other->CheckHitChance(this, skillinuse, Hand, chance_mod)) damage = 0; else { other->AvoidDamage(this, damage, CanRiposte); other->MeleeMitigation(this, damage, min_hit); if(damage > 0) { damage += (damage * focus / 100); ApplyMeleeDamageBonus(skillinuse, damage); damage += other->GetFcDamageAmtIncoming(this, 0, true, skillinuse); damage += ((itembonuses.HeroicSTR / 10) + (damage * other->GetSkillDmgTaken(skillinuse) / 100) + GetSkillDmgAmt(skillinuse)); TryCriticalHit(other, skillinuse, damage); } } if (damage == -3) { DoRiposte(other); if (HasDied()) return; } } else damage = -5; if(skillinuse == SkillBash) { if(IsClient()) { ItemInst *item = CastToClient()->GetInv().GetItem(SLOT_SECONDARY); if(item) { if(item->GetItem()->ItemType == ItemTypeShield) hate += item->GetItem()->AC; const Item_Struct *itm = item->GetItem(); hate = (hate * (100 + GetFuriousBash(itm->Focus.Effect)) / 100); } } } other->AddToHateList(this, hate); bool CanSkillProc = true; if (skillinuse == SkillOffense) { //Hack to allow damage to display. skillinuse = SkillTigerClaw; //'strike' your opponent - Arbitrary choice for message. CanSkillProc = false; //Disable skill procs } other->Damage(this, damage, SPELL_UNKNOWN, skillinuse); if (HasDied()) return; CheckNumHitsRemaining(5); if(aabonuses.SpecialAttackKBProc[0] && aabonuses.SpecialAttackKBProc[1] == skillinuse){ int kb_chance = 25; kb_chance += (kb_chance * (100 - aabonuses.SpecialAttackKBProc[0]) / 100); if (MakeRandomInt(0, 99) < kb_chance) SpellFinished(904, other, 10, 0, -1, spells[904].ResistDiff); } if (CanSkillProc && HasSkillProcs()){ float chance = (10.0f * RuleR(Combat, AvgProcsPerMinute) / 60000.0f); TrySkillProc(other, skillinuse, chance); } } bool Mob::CanDoSpecialAttack(Mob *other) { if (!other) { //Make sure everything is valid before doing any attacks. 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; }