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https://github.com/EQEmu/Server.git
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280 lines
7.6 KiB
C++
280 lines
7.6 KiB
C++
/* EQEMu: Everquest Server Emulator
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Copyright (C) 2001-2016 EQEMu Development Team (http://eqemulator.net)
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; version 2 of the License.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY except by those people which sell it, which
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are required to give you total support for your newly bought product;
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without even the implied warranty of MERCHANTABILITY or FITNESS FOR
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A PARTICULAR PURPOSE. See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "skills.h"
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#include "classes.h"
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#include <string.h>
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bool EQ::skills::IsTradeskill(SkillType skill)
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{
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switch (skill) {
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case SkillFishing:
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case SkillMakePoison:
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case SkillTinkering:
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case SkillResearch:
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case SkillAlchemy:
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case SkillBaking:
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case SkillTailoring:
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case SkillBlacksmithing:
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case SkillFletching:
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case SkillBrewing:
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case SkillPottery:
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case SkillJewelryMaking:
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return true;
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default:
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return false;
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}
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}
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bool EQ::skills::IsSpecializedSkill(SkillType skill)
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{
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// this could be a simple if, but if this is more portable if any IDs change (probably won't)
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// or any other specialized are added (also unlikely)
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switch (skill) {
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case SkillSpecializeAbjure:
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case SkillSpecializeAlteration:
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case SkillSpecializeConjuration:
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case SkillSpecializeDivination:
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case SkillSpecializeEvocation:
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return true;
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default:
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return false;
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}
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}
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float EQ::skills::GetSkillMeleePushForce(SkillType skill)
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{
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// This is the force/magnitude of the push from an attack of this skill type
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// You can find these numbers in the clients skill struct
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switch (skill) {
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case Skill1HBlunt:
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case Skill1HSlashing:
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case SkillHandtoHand:
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case SkillThrowing:
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return 0.1f;
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case Skill2HBlunt:
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case Skill2HSlashing:
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case SkillEagleStrike:
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case SkillKick:
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case SkillTigerClaw:
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case Skill2HPiercing:
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return 0.2f;
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case SkillArchery:
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return 0.15f;
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case SkillBackstab:
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case SkillBash:
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return 0.3f;
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case SkillDragonPunch:
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case SkillRoundKick:
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return 0.25f;
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case SkillFlyingKick:
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return 0.4f;
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case Skill1HPiercing:
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case SkillFrenzy:
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return 0.05f;
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case SkillIntimidation:
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return 2.5f;
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default:
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return 0.0f;
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}
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}
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bool EQ::skills::IsBardInstrumentSkill(SkillType skill)
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{
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switch (skill) {
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case SkillBrassInstruments:
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case SkillSinging:
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case SkillStringedInstruments:
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case SkillWindInstruments:
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case SkillPercussionInstruments:
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return true;
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default:
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return false;
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}
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}
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bool EQ::skills::IsCastingSkill(SkillType skill)
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{
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switch (skill) {
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case SkillAbjuration:
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case SkillAlteration:
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case SkillConjuration:
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case SkillDivination:
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case SkillEvocation:
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return true;
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default:
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return false;
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}
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}
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int32 EQ::skills::GetBaseDamage(SkillType skill)
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{
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switch (skill) {
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case SkillArchery:
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return RuleI(Combat, ArcheryBaseDamage);
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case SkillBackstab:
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return RuleI(Combat, BackstabBaseDamage);
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case SkillBash:
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return RuleI(Combat, BashBaseDamage);
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case SkillDragonPunch:
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return RuleI(Combat, DragonPunchBaseDamage);
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case SkillEagleStrike:
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return RuleI(Combat, EagleStrikeBaseDamage);
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case SkillFlyingKick:
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return RuleI(Combat, FlyingKickBaseDamage);
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case SkillFrenzy:
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return RuleI(Combat, FrenzyBaseDamage);
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case SkillKick:
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return RuleI(Combat, KickBaseDamage);
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case SkillRoundKick:
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return RuleI(Combat, RoundKickBaseDamage);
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case SkillThrowing:
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return RuleI(Combat, ThrowingBaseDamage);
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case SkillTigerClaw:
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return RuleI(Combat, TigerClawBaseDamage);
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default:
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return 0;
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}
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}
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const std::map<EQ::skills::SkillType, std::string>& EQ::skills::GetSkillTypeMap()
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{
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static const std::map<SkillType, std::string> skill_type_map = {
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{ Skill1HBlunt, "1H Blunt" },
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{ Skill1HSlashing, "1H Slashing" },
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{ Skill2HBlunt, "2H Blunt" },
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{ Skill2HSlashing, "2H Slashing" },
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{ SkillAbjuration, "Abjuration" },
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{ SkillAlteration, "Alteration" },
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{ SkillApplyPoison, "Apply Poison" },
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{ SkillArchery, "Archery" },
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{ SkillBackstab, "Backstab" },
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{ SkillBindWound, "Bind Wound" },
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{ SkillBash, "Bash" },
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{ SkillBlock, "Block" },
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{ SkillBrassInstruments, "Brass Instruments" },
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{ SkillChanneling, "Channeling" },
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{ SkillConjuration, "Conjuration" },
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{ SkillDefense, "Defense" },
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{ SkillDisarm, "Disarm" },
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{ SkillDisarmTraps, "Disarm Traps" },
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{ SkillDivination, "Divination" },
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{ SkillDodge, "Dodge" },
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{ SkillDoubleAttack, "Double Attack" },
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{ SkillDragonPunch, "Dragon Punch" },
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{ SkillDualWield, "Dual Wield" },
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{ SkillEagleStrike, "Eagle Strike" },
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{ SkillEvocation, "Evocation" },
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{ SkillFeignDeath, "Feign Death" },
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{ SkillFlyingKick, "Flying Kick" },
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{ SkillForage, "Forage" },
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{ SkillHandtoHand, "Hand to Hand" },
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{ SkillHide, "Hide" },
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{ SkillKick, "Kick" },
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{ SkillMeditate, "Meditate" },
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{ SkillMend, "Mend" },
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{ SkillOffense, "Offense" },
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{ SkillParry, "Parry" },
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{ SkillPickLock, "Pick Lock" },
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{ Skill1HPiercing, "1H Piercing" },
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{ SkillRiposte, "Riposte" },
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{ SkillRoundKick, "Round Kick" },
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{ SkillSafeFall, "Safe Fall" },
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{ SkillSenseHeading, "Sense Heading" },
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{ SkillSinging, "Singing" },
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{ SkillSneak, "Sneak" },
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{ SkillSpecializeAbjure, "Specialize Abjuration" },
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{ SkillSpecializeAlteration, "Specialize Alteration" },
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{ SkillSpecializeConjuration, "Specialize Conjuration" },
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{ SkillSpecializeDivination, "Specialize Divination" },
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{ SkillSpecializeEvocation, "Specialize Evocation" },
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{ SkillPickPockets, "Pick Pockets" },
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{ SkillStringedInstruments, "Stringed Instruments" },
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{ SkillSwimming, "Swimming" },
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{ SkillThrowing, "Throwing" },
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{ SkillTigerClaw, "Tiger Claw" },
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{ SkillTracking, "Tracking" },
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{ SkillWindInstruments, "Wind Instruments" },
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{ SkillFishing, "Fishing" },
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{ SkillMakePoison, "Make Poison" },
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{ SkillTinkering, "Tinkering" },
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{ SkillResearch, "Research" },
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{ SkillAlchemy, "Alchemy" },
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{ SkillBaking, "Baking" },
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{ SkillTailoring, "Tailoring" },
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{ SkillSenseTraps, "Sense Traps" },
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{ SkillBlacksmithing, "Blacksmithing" },
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{ SkillFletching, "Fletching" },
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{ SkillBrewing, "Brewing" },
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{ SkillAlcoholTolerance, "Alcohol Tolerance" },
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{ SkillBegging, "Begging" },
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{ SkillJewelryMaking, "Jewelry Making" },
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{ SkillPottery, "Pottery" },
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{ SkillPercussionInstruments, "Percussion Instruments" },
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{ SkillIntimidation, "Intimidation" },
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{ SkillBerserking, "Berserking" },
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{ SkillTaunt, "Taunt" },
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{ SkillFrenzy, "Frenzy" },
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{ SkillRemoveTraps, "Remove Traps" },
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{ SkillTripleAttack, "Triple Attack" },
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{ Skill2HPiercing, "2H Piercing" }
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};
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return skill_type_map;
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}
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const std::vector<EQ::skills::SkillType>& EQ::skills::GetExtraDamageSkills()
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{
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static const std::vector<EQ::skills::SkillType> v = {
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EQ::skills::SkillBackstab,
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EQ::skills::SkillBash,
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EQ::skills::SkillDragonPunch, // Same ID as Tail Rake
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EQ::skills::SkillEagleStrike,
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EQ::skills::SkillFlyingKick,
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EQ::skills::SkillKick,
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EQ::skills::SkillRoundKick,
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EQ::skills::SkillTigerClaw,
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EQ::skills::SkillFrenzy
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};
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return v;
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}
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std::string EQ::skills::GetSkillName(SkillType skill)
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{
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if (skill >= Skill1HBlunt && skill <= Skill2HPiercing) {
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auto skills = GetSkillTypeMap();
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return skills[skill];
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}
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return {};
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}
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EQ::SkillProfile::SkillProfile()
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{
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memset(&Skill, 0, (sizeof(uint32) * PACKET_SKILL_ARRAY_SIZE));
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}
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uint32 EQ::SkillProfile::GetSkill(int skill_id)
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{
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if (skill_id < 0 || skill_id >= PACKET_SKILL_ARRAY_SIZE)
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return 0;
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return Skill[skill_id];
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}
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