eqemu-server/zone/mod_functions_base.cpp

141 lines
6.6 KiB
C++

#include "../common/debug.h"
#include "../common/timer.h"
#include <cmath>
#include <stdlib.h>
#include "spawn2.h"
#include "entity.h"
#include "masterentity.h"
#include "zone.h"
#include "spawngroup.h"
#include "zonedb.h"
#include "npc.h"
#include "mob.h"
#include "client.h"
#include "worldserver.h"
#include "QuestParserCollection.h"
#include <string>
#include <iostream>
extern EntityList entity_list;
extern Zone* zone;
extern WorldServer worldserver;
using namespace std;
//All functions that modify a value are passed the value as it was computed by default formulas and bonuses. In most cases this should be the final value that will be used.
//These are called when a zone boots or is repopped
void Zone::mod_init() { return; }
void Zone::mod_repop() { return; }
//Pre-spawn hook called from the NPC object to be spawned
void NPC::mod_prespawn(Spawn2 *sp) { return; }
//Base damage from NPC::Attack
int NPC::mod_npc_damage(int damage, SkillType skillinuse, int hand, const Item_Struct* weapon, Mob* other) { return(damage); }
void NPC::mod_npc_killed_merit(Mob* c) { return; }
void NPC::mod_npc_killed(Mob* oos) { return; }
//Base damage from Client::Attack - can cover myriad skill types
int Client::mod_client_damage(int damage, SkillType skillinuse, int hand, const ItemInst* weapon, Mob* other) { return(final); }
//message is char[4096], don't screw it up.
bool Client::mod_client_message(char* message, uint8 chan_num) { return(true); } //Potentially dangerous string handling here
//Skillup override. When this is called the regular skillup check has failed. Return false to proceed with default behavior.
//This will NOT allow a client to increase skill past a cap.
bool Client::mod_can_increase_skill(SkillType skillid, Mob* against_who) { return(false); }
//chance of general skill increase, rolled against 0-99 where higher chance is better.
int16 Client::mod_increase_skill_chance(int16 chance, Mob* against_who) { return(chance); }
//Max percent of health you can bind wound starting with default value for class, item, and AA bonuses
int Client::mod_bindwound_percent(int max_percent, Mob* bindmob) { return(max_percent); }
//Final bind HP value after bonuses
int Client::mod_bindwound_hp(int bindhps, Mob* bindmob) { return(bindhps); }
//Client haste as calculated by default formulas - In percent from 0-100
int Client::mod_client_haste(int h) { return(h); }
void Client::mod_consider(Mob* tmob, Consider_Struct* con) { return; }
bool Client::mod_saylink(const std::string&, bool silentsaylink) { return(true); }
//Client pet power as calculated by default formulas and bonuses
int16 Client::mod_pet_power(int16 act_power, uint16 spell_id) { return(act_power); }
//Chance to combine rolled against a random 0-99 where higher is better.
float Client::mod_tradeskill_chance(float chance, DBTradeskillRecipe_Struct *spec) { return(chance); }
//Chance to skillup rolled against a random 0-99 where higher is better.
float Client::mod_tradeskill_skillup(float chance_stage2) { return(chance_stage2); }
//Item Tribute value override -- Need to pass the item, duh.
int32 Client::mod_tribute_item_value(int32 pts, const ItemInst* item) { return(pts); }
//Death reporting
void Client::mod_client_death_npc(Mob* killerMob) { return; }
void Client::mod_client_death_duel(Mob* killerMob) { return; }
void Client::mod_client_death_env() { return; }
//Calculated xp before consider modifier
int32 Client::mod_client_xp(int32 in_xp, NPC *npc) { return(in_xp); }
//effect_vallue - Spell effect value as calculated by default formulas. You will want to ignore effects that don't lend themselves to scaling - pet ID's, gate coords, etc.
int Mob::mod_effect_value(int effect_value, uint16 spell_id, int effect_type, Mob* caster) { return(effect_value); }
//chancetohit - 0 to 100 percent - set over 1000 for a guaranteed hit
float Mob::mod_hit_chance(float chancetohit, SkillType skillinuse, Mob* attacker) { return(chancetohit); }
float Mob::mod_riposte_chance(float ripostechance, Mob* attacker) { return(ripostechance); }
float Mob::mod_block_chance(float blockchance, Mob* attacker) { return(blockchance); }
float Mob::mod_parry_chance(float parrychance, Mob* attacker) { return(parrychance); }
float Mob::mod_dodge_chance(float dodgechance, Mob* attacker) { return(dodgechance); }
float Mob::mod_monk_weight(float monkweight, Mob* attacker) { return(monkweight); }
float Mob::mod_mitigation_rating(float mitigation_rating, Mob* attacker) { return(mitigation_rating); }
float Mob::mod_attack_rating(float attack_rating, Mob* defender) { return(attack_rating); }
//Kick damage after all other bonuses are applied
int32 Mob::mod_kick_damage(int32 dmg) { return(dmg); }
//Slam and bash damage after all other bonuses are applied
int32 Mob::mod_bash_damage(int32 dmg) { return(dmg); }
//Frenzy damage after all other bonuses are applied
int32 Mob::mod_frenzy_damage(int32 dmg) { return(dmg); }
//Special attack damage after all other bonuses are applied.
int32 Mob::mod_monk_special_damage(int32 ndamage, SkillType skill_type) { return(ndamage); }
//ndamage - Backstab damage as calculated by default formulas
int32 Mob::mod_backstab_damage(int32 ndamage) { return(ndamage); }
//Chance for 50+ archery bonus damage if Combat:UseArcheryBonusRoll is true. Base is Combat:ArcheryBonusChance
int Mob::mod_archery_bonus_chance(int bonuschance, const ItemInst* RangeWeapon) { return(bonuschance); }
//Archery bonus damage
uint32 Mob::mod_archery_bonus_damage(uint32 MaxDmg, const ItemInst* RangeWeapon) { return(MaxDmg); }
//Final archery damage including bonus if it was applied.
int32 Mob::mod_archery_damage(int32 TotalDmg, bool hasbonus, const ItemInst* RangeWeapon) { return(TotalDmg); }
//Thrown weapon damage after all other calcs
uint16 Mob::mod_throwing_damage(uint16 MaxDmg) { return(MaxDmg); }
int32 Mob::mod_cast_time(int32 cast_time) { return(cast_time); }
//res - Default buff duration formula
int Mob::mod_buff_duration(int res, Mob* caster, Mob* target, uint16 spell_id) { return(res); }
//Spell stack override - If this returns anything < 2, it will ignore all other stacking rules.
// See spells.cpp: Mob::CheckStackConflict
// 0 - No conflict
// 1 - Overwrite, spellid1 is replaced by spellid2
// -1 - Blocked, spellid2 will not land
// 2 - Default stacking behavior
int Mob::mod_spell_stack(uint16 spellid1, int caster_level1, Mob* caster1, uint16 spellid2, int caster_level2, Mob* caster2) { return(2); }
//Sum of various resists rolled against a value of 200.
int Mob::mod_spell_resist(int resist_chance, int level_mod, int resist_modifier, int target_resist, uint8 resist_type, uint16 spell_id, Mob* caster) { return(resist_chance + level_mod + resist_modifier + target_resist); }