Chris Miles f201d4c999
[int64] Support for HP / Mana / End / Damage / Hate (#2091)
* Initial int64 work

* Hate 64 bit

* Update special_attacks.cpp

* Aggro / Damage / Hate int64

* NPC edit adjustments

* Fix bot compile

* More int64 adjustments

* More int64 references

* npcedit references

* aggrozone

* More int64 changes

* More int64 changes for damage

* Many more damage int64 references

* More spell damage int64 conversions

* HealDamage

* Damage fully working

* Remove debug

* Add migration

* More int64 adjustments

* Much wow, many int64

* More int64

* PR adjustments
2022-05-07 22:32:02 -05:00

394 lines
16 KiB
C++

#ifndef MERC_H
#define MERC_H
#include "npc.h"
class Client;
class Corpse;
class Group;
class Mob;
class Raid;
struct MercTemplate;
struct NPCType;
struct NewSpawn_Struct;
namespace EQ
{
struct ItemData;
}
#define MAXMERCS 1
#define TANK 1
#define HEALER 2
#define MELEEDPS 9
#define CASTERDPS 12
#define NO_MERC_ID 0
#define MERC_STATE_NORMAL 5
#define MERC_STATE_SUSPENDED 1
#define NOT_SUSPENDED_TIME 0
const int MercAISpellRange = 100; // TODO: Write a method that calcs what the merc's spell range is based on spell, equipment, AA, whatever and replace this
struct MercSpell {
uint16 spellid; // <= 0 = no spell
uint32 type; // 0 = never, must be one (and only one) of the defined values
int16 stance; // 0 = all, + = only this stance, - = all except this stance
int16 slot;
uint16 proc_chance;
uint32 time_cancast; // when we can cast this spell next
};
struct MercTimer {
uint16 timerid; // EndurTimerIndex
uint8 timertype; // 1 = spell, 2 = disc
uint16 spellid; // <= 0 = no spell
uint32 time_cancast; // when we can cast this spell next
};
class Merc : public NPC {
public:
Merc(const NPCType* d, float x, float y, float z, float heading);
virtual ~Merc();
//abstract virtual function implementations requird by base abstract class
virtual bool Death(Mob* killerMob, int64 damage, uint16 spell_id, EQ::skills::SkillType attack_skill);
virtual void Damage(Mob* from, int64 damage, uint16 spell_id, EQ::skills::SkillType attack_skill, bool avoidable = true, int8 buffslot = -1, bool iBuffTic = false, eSpecialAttacks special = eSpecialAttacks::None);
virtual bool Attack(Mob* other, int Hand = EQ::invslot::slotPrimary, bool FromRiposte = false, bool IsStrikethrough = false,
bool IsFromSpell = false, ExtraAttackOptions *opts = nullptr);
virtual bool HasRaid() { return false; }
virtual bool HasGroup() { return (GetGroup() ? true : false); }
virtual Raid* GetRaid() { return 0; }
virtual Group* GetGroup() { return entity_list.GetGroupByMob(this); }
// Mob AI Virtual Override Methods
virtual void AI_Start(int32 iMoveDelay = 0);
virtual void AI_Stop();
virtual void AI_Process();
//virtual bool AICastSpell(Mob* tar, int8 iChance, uint32 iSpellTypes);
virtual bool AICastSpell(int8 iChance, uint32 iSpellTypes);
virtual bool AIDoSpellCast(uint16 spellid, Mob* tar, int32 mana_cost, uint32* oDontDoAgainBefore = 0);
virtual bool AI_EngagedCastCheck();
//virtual bool AI_PursueCastCheck();
virtual bool AI_IdleCastCheck();
virtual bool Process();
// Static Merc Group Methods
static bool AddMercToGroup(Merc* merc, Group* group);
static bool RemoveMercFromGroup(Merc* merc, Group* group);
void ProcessClientZoneChange(Client* mercOwner);
static void MercGroupSay(Mob *speaker, const char *msg, ...);
Corpse* GetGroupMemberCorpse();
// Merc Spell Casting Methods
virtual int32 GetActSpellCost(uint16 spell_id, int32 cost);
int8 GetChanceToCastBySpellType(uint32 spellType);
void SetSpellRecastTimer(uint16 timer_id, uint16 spellid, uint32 recast_delay);
void SetDisciplineRecastTimer(uint16 timer_id, uint16 spellid, uint32 recast_delay);
void SetSpellTimeCanCast(uint16 spellid, uint32 recast_delay);
static int32 GetSpellRecastTimer(Merc *caster, uint16 timer_id);
static bool CheckSpellRecastTimers(Merc *caster, uint16 spellid);
static int32 GetDisciplineRecastTimer(Merc *caster, uint16 timer_id);
static bool CheckDisciplineRecastTimers(Merc *caster, uint16 spell_id, uint16 timer_id);
static int32 GetDisciplineRemainingTime(Merc *caster, uint16 timer_id);
static std::list<MercSpell> GetMercSpellsForSpellEffect(Merc* caster, int spellEffect);
static std::list<MercSpell> GetMercSpellsForSpellEffectAndTargetType(Merc* caster, int spellEffect, SpellTargetType targetType);
static std::list<MercSpell> GetMercSpellsBySpellType(Merc* caster, uint32 spellType);
static MercSpell GetFirstMercSpellBySpellType(Merc* caster, uint32 spellType);
static MercSpell GetFirstMercSpellForSingleTargetHeal(Merc* caster);
static MercSpell GetMercSpellBySpellID(Merc* caster, uint16 spellid);
static MercSpell GetBestMercSpellForVeryFastHeal(Merc* caster);
static MercSpell GetBestMercSpellForFastHeal(Merc* caster);
static MercSpell GetBestMercSpellForHealOverTime(Merc* caster);
static MercSpell GetBestMercSpellForPercentageHeal(Merc* caster);
static MercSpell GetBestMercSpellForRegularSingleTargetHeal(Merc* caster);
static MercSpell GetBestMercSpellForGroupHealOverTime(Merc* caster);
static MercSpell GetBestMercSpellForGroupCompleteHeal(Merc* caster);
static MercSpell GetBestMercSpellForGroupHeal(Merc* caster);
static MercSpell GetBestMercSpellForAETaunt(Merc* caster);
static MercSpell GetBestMercSpellForTaunt(Merc* caster);
static MercSpell GetBestMercSpellForHate(Merc* caster);
static MercSpell GetBestMercSpellForCure(Merc* caster, Mob* target);
static MercSpell GetBestMercSpellForStun(Merc* caster);
static MercSpell GetBestMercSpellForAENuke(Merc* caster, Mob* target);
static MercSpell GetBestMercSpellForTargetedAENuke(Merc* caster, Mob* target);
static MercSpell GetBestMercSpellForPBAENuke(Merc* caster, Mob* target);
static MercSpell GetBestMercSpellForAERainNuke(Merc* caster, Mob* target);
static MercSpell GetBestMercSpellForNuke(Merc* caster);
static MercSpell GetBestMercSpellForNukeByTargetResists(Merc* caster, Mob* target);
static bool CheckAENuke(Merc* caster, Mob* tar, uint16 spell_id, uint8 &numTargets);
static bool GetNeedsCured(Mob *tar);
bool HasOrMayGetAggro();
bool UseDiscipline(int32 spell_id, int32 target);
virtual bool IsMerc() const { return true; }
virtual void FillSpawnStruct(NewSpawn_Struct* ns, Mob* ForWho);
static Merc* LoadMerc(Client *c, MercTemplate* merc_template, uint32 merchant_id, bool updateFromDB = false);
void UpdateMercInfo(Client *c);
void UpdateMercStats(Client *c, bool setmax = false);
void UpdateMercAppearance();
virtual void UpdateEquipmentLight();
void AddItem(uint8 slot, uint32 item_id);
static const char *GetRandomName();
bool Spawn(Client *owner);
bool Suspend();
bool Unsuspend(bool setMaxStats);
bool MercJoinClientGroup();
void Zone();
virtual void Depop();
virtual bool Save();
bool GetDepop() { return p_depop; }
bool IsDead() { return GetHP() < 0;};
bool IsMedding() { return _medding; };
bool IsSuspended() { return _suspended; };
static uint32 CalcPurchaseCost( uint32 templateID , uint8 level, uint8 currency_type = 0);
static uint32 CalcUpkeepCost( uint32 templateID , uint8 level, uint8 currency_type = 0);
// "GET" Class Methods
virtual Mob* GetOwner();
Client* GetMercOwner();
virtual Mob* GetOwnerOrSelf();
uint32 GetMercID() { return _MercID; }
uint32 GetMercCharacterID( ) { return owner_char_id; }
uint32 GetMercTemplateID() { return _MercTemplateID; }
uint32 GetMercType() { return _MercType; }
uint32 GetMercSubType() { return _MercSubType; }
uint8 GetProficiencyID() { return _ProficiencyID; }
uint8 GetTierID() { return _TierID; }
uint32 GetCostFormula() { return _CostFormula; }
uint32 GetMercNameType() { return _NameType; }
EQ::constants::StanceType GetStance() { return _currentStance; }
int GetHatedCount() { return _hatedCount; }
inline const uint8 GetClientVersion() const { return _OwnerClientVersion; }
virtual void SetTarget(Mob* mob);
bool HasSkill(EQ::skills::SkillType skill_id) const;
bool CanHaveSkill(EQ::skills::SkillType skill_id) const;
uint16 MaxSkill(EQ::skills::SkillType skillid, uint16 class_, uint16 level) const;
inline uint16 MaxSkill(EQ::skills::SkillType skillid) const { return MaxSkill(skillid, GetClass(), GetLevel()); }
virtual void DoClassAttacks(Mob *target);
void CheckHateList();
bool CheckTaunt();
bool CheckAETaunt();
bool CheckConfidence();
bool TryHide();
// stat functions
virtual void ScaleStats(int scalepercent, bool setmax = false);
virtual void CalcBonuses();
int64 GetEndurance() const {return cur_end;} //This gets our current endurance
inline uint8 GetEndurancePercent() { return (uint8)((float)cur_end / (float)max_end * 100.0f); }
inline virtual int32 GetATK() const { return ATK; }
inline virtual int32 GetATKBonus() const { return itembonuses.ATK + spellbonuses.ATK; }
int32 GetRawACNoShield(int &shield_ac) const;
inline virtual int32 GetSTR() const { return STR; }
inline virtual int32 GetSTA() const { return STA; }
inline virtual int32 GetDEX() const { return DEX; }
inline virtual int32 GetAGI() const { return AGI; }
inline virtual int32 GetINT() const { return INT; }
inline virtual int32 GetWIS() const { return WIS; }
inline virtual int32 GetCHA() const { return CHA; }
inline virtual int32 GetMR() const { return MR; }
inline virtual int32 GetFR() const { return FR; }
inline virtual int32 GetDR() const { return DR; }
inline virtual int32 GetPR() const { return PR; }
inline virtual int32 GetCR() const { return CR; }
inline virtual int32 GetCorrup() const { return Corrup; }
inline virtual int32 GetHeroicSTR() const { return itembonuses.HeroicSTR; }
inline virtual int32 GetHeroicSTA() const { return itembonuses.HeroicSTA; }
inline virtual int32 GetHeroicDEX() const { return itembonuses.HeroicDEX; }
inline virtual int32 GetHeroicAGI() const { return itembonuses.HeroicAGI; }
inline virtual int32 GetHeroicINT() const { return itembonuses.HeroicINT; }
inline virtual int32 GetHeroicWIS() const { return itembonuses.HeroicWIS; }
inline virtual int32 GetHeroicCHA() const { return itembonuses.HeroicCHA; }
inline virtual int32 GetHeroicMR() const { return itembonuses.HeroicMR; }
inline virtual int32 GetHeroicFR() const { return itembonuses.HeroicFR; }
inline virtual int32 GetHeroicDR() const { return itembonuses.HeroicDR; }
inline virtual int32 GetHeroicPR() const { return itembonuses.HeroicPR; }
inline virtual int32 GetHeroicCR() const { return itembonuses.HeroicCR; }
inline virtual int32 GetHeroicCorrup() const { return itembonuses.HeroicCorrup; }
// Mod2
inline virtual int32 GetShielding() const { return itembonuses.MeleeMitigation; }
inline virtual int32 GetSpellShield() const { return itembonuses.SpellShield; }
inline virtual int32 GetDoTShield() const { return itembonuses.DoTShielding; }
inline virtual int32 GetStunResist() const { return itembonuses.StunResist; }
inline virtual int32 GetStrikeThrough() const { return itembonuses.StrikeThrough; }
inline virtual int32 GetAvoidance() const { return itembonuses.AvoidMeleeChance; }
inline virtual int32 GetAccuracy() const { return itembonuses.HitChance; }
inline virtual int32 GetCombatEffects() const { return itembonuses.ProcChance; }
inline virtual int32 GetDS() const { return itembonuses.DamageShield; }
// Mod3
inline virtual int32 GetHealAmt() const { return itembonuses.HealAmt; }
inline virtual int32 GetSpellDmg() const { return itembonuses.SpellDmg; }
inline virtual int32 GetClair() const { return itembonuses.Clairvoyance; }
inline virtual int32 GetDSMit() const { return itembonuses.DSMitigation; }
inline virtual int32 GetSingMod() const { return itembonuses.singingMod; }
inline virtual int32 GetBrassMod() const { return itembonuses.brassMod; }
inline virtual int32 GetPercMod() const { return itembonuses.percussionMod; }
inline virtual int32 GetStringMod() const { return itembonuses.stringedMod; }
inline virtual int32 GetWindMod() const { return itembonuses.windMod; }
inline virtual int32 GetDelayDeath() const { return aabonuses.DelayDeath + spellbonuses.DelayDeath + itembonuses.DelayDeath; }
// "SET" Class Methods
void SetMercData (uint32 templateID );
void SetMercID( uint32 mercID ) { _MercID = mercID; }
void SetMercCharacterID( uint32 ownerID ) { owner_char_id = ownerID; }
void SetMercTemplateID( uint32 templateID ) { _MercTemplateID = templateID; }
void SetMercType( uint32 type ) { _MercType = type; }
void SetMercSubType( uint32 subtype ) { _MercSubType = subtype; }
void SetProficiencyID( uint8 proficiency_id ) { _ProficiencyID = proficiency_id; }
void SetTierID( uint8 tier_id ) { _TierID = tier_id; }
void SetCostFormula( uint8 costformula ) { _CostFormula = costformula; }
void SetMercNameType( uint8 nametype ) { _NameType = nametype; }
void SetClientVersion(uint8 clientVersion) { _OwnerClientVersion = clientVersion; }
void SetSuspended(bool suspended) { _suspended = suspended; }
void SetStance( EQ::constants::StanceType stance ) { _currentStance = stance; }
void SetHatedCount( int count ) { _hatedCount = count; }
void Sit();
void Stand();
bool IsSitting();
bool IsStanding();
// Merc-specific functions
bool IsMercCaster() { return (GetClass() == HEALER || GetClass() == CASTERDPS); }
bool IsMercCasterCombatRange(Mob *target);
virtual float GetMaxMeleeRangeToTarget(Mob* target);
virtual void MercMeditate(bool isSitting);
bool FindTarget();
protected:
void CalcItemBonuses(StatBonuses* newbon);
void AddItemBonuses(const EQ::ItemData *item, StatBonuses* newbon);
int CalcRecommendedLevelBonus(uint8 level, uint8 reclevel, int basestat);
int64 GetFocusEffect(focusType type, uint16 spell_id, bool from_buff_tic = false);
std::vector<MercSpell> merc_spells;
std::map<uint32,MercTimer> timers;
Timer evade_timer; // can be moved to pTimers at some point
uint16 skills[EQ::skills::HIGHEST_SKILL + 1];
uint32 equipment[EQ::invslot::EQUIPMENT_COUNT]; //this is an array of item IDs
uint16 d_melee_texture1; //this is an item Material value
uint16 d_melee_texture2; //this is an item Material value (offhand)
uint8 prim_melee_type; //Sets the Primary Weapon attack message and animation
uint8 sec_melee_type; //Sets the Secondary Weapon attack message and animation
private:
int32 CalcAC();
int32 GetACMit();
int32 GetACAvoid();
int32 acmod();
int32 CalcATK();
//int CalcHaste();
int32 CalcSTR();
int32 CalcSTA();
int32 CalcDEX();
int32 CalcAGI();
int32 CalcINT();
int32 CalcWIS();
int32 CalcCHA();
int32 CalcMR();
int32 CalcFR();
int32 CalcDR();
int32 CalcPR();
int32 CalcCR();
int32 CalcCorrup();
int64 CalcMaxHP();
int64 CalcBaseHP();
int64 GetClassHPFactor();
int64 CalcHPRegen();
int64 CalcHPRegenCap();
int64 CalcMaxMana();
int64 CalcBaseMana();
int64 CalcManaRegen();
int64 CalcBaseManaRegen();
int64 CalcManaRegenCap();
void CalcMaxEndurance(); //This calculates the maximum endurance we can have
int64 CalcBaseEndurance(); //Calculates Base End
int64 GetMaxEndurance() const {return max_end;} //This gets our endurance from the last CalcMaxEndurance() call
int64 CalcEnduranceRegen(); //Calculates endurance regen used in DoEnduranceRegen()
int64 CalcEnduranceRegenCap();
void SetEndurance(int32 newEnd); //This sets the current endurance to the new value
void DoEnduranceUpkeep(); //does the endurance upkeep
void CalcRestState();
int GroupLeadershipAAHealthEnhancement();
int GroupLeadershipAAManaEnhancement();
int GroupLeadershipAAHealthRegeneration();
int GroupLeadershipAAOffenseEnhancement();
float GetDefaultSize();
bool LoadMercSpells();
bool CheckStance(int16 stance);
std::vector<MercSpell> GetMercSpells() { return merc_spells; }
// Private "base stats" Members
int32 base_mana;
int32 base_end;
int32 _baseAC;
uint32 _baseSTR;
uint32 _baseSTA;
uint32 _baseDEX;
uint32 _baseAGI;
uint32 _baseINT;
uint32 _baseWIS;
uint32 _baseCHA;
uint32 _baseATK;
uint32 _baseRace; // Necessary to preserve the race otherwise mercs get their race updated in the db when they get an illusion.
uint8 _baseGender; // Merc gender. Necessary to preserve the original value otherwise it can be changed by illusions.
uint32 _baseMR;
uint32 _baseCR;
uint32 _baseDR;
uint32 _baseFR;
uint32 _basePR;
uint32 _baseCorrup;
uint32 RestRegenHP;
uint32 RestRegenMana;
uint32 RestRegenEndurance;
uint32 _MercID;
uint32 _MercTemplateID;
uint32 _MercType;
uint32 _MercSubType;
uint8 _ProficiencyID;
uint8 _TierID;
uint8 _CostFormula;
uint8 _NameType;
uint8 _OwnerClientVersion;
EQ::constants::StanceType _currentStance;
EQ::InventoryProfile m_inv;
int64 max_end;
int64 cur_end;
bool _medding;
bool _suspended;
bool p_depop;
bool _check_confidence;
bool _lost_confidence;
int _hatedCount;
uint32 owner_char_id;
Timer endupkeep_timer;
Timer rest_timer;
Timer confidence_timer;
Timer check_target_timer;
};
#endif // MERC_H