mirror of
https://github.com/UOX3DevTeam/UOX3
synced 2026-08-13 12:27:04 -04:00
2850 lines
97 KiB
C++
2850 lines
97 KiB
C++
#include "uox3.h"
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#include "cGuild.h"
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#include "combat.h"
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#include "townregion.h"
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#include "cRaces.h"
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#include "skills.h"
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#include "cMagic.h"
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#include "cEffects.h"
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#include "CPacketSend.h"
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#include "classes.h"
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#include "regions.h"
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#include "magic.h"
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#include "Dictionary.h"
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#include "movement.h"
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#include "cScript.h"
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#include "CJSMapping.h"
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#include <algorithm>
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#undef DBGFILE
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#define DBGFILE "combat.cpp"
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#define DEBUG_COMBAT 0
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CHandleCombat *Combat = nullptr;
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#define SWINGAT (UI32)1.75 * 1000
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const UI08 BODYPERCENT = 0;
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//const UI08 ARMSPERCENT = 1;
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//const UI08 HEADPERCENT = 2;
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//const UI08 LEGSPERCENT = 3;
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//const UI08 NECKPERCENT = 4;
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//const UI08 OTHERPERCENT = 5;
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const UI08 TOTALTARGETSPOTS = 6; // Wonder if that should be one?
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const UI08 LOCPERCENTAGES[TOTALTARGETSPOTS] = { 44, 14, 14, 14, 7, 7 };
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//o-----------------------------------------------------------------------------------------------o
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//| Function - bool StartAttack( CChar *cAttack, CChar *cTarget )
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//o-----------------------------------------------------------------------------------------------o
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//| Purpose - Handle characters initiating combat with other characters
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//o-----------------------------------------------------------------------------------------------o
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bool CHandleCombat::StartAttack( CChar *cAttack, CChar *cTarget )
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{
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if( !ValidateObject( cAttack ) || !ValidateObject( cTarget ) || cAttack == cTarget )
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return false;
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if( cAttack->IsDead() || cTarget->IsDead() )
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return false;
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if( cAttack->GetTarg() == cTarget )
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return false;
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if( cTarget->GetVisible() > 2 )
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return false;
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if( !objInRange( cAttack, cTarget, DIST_NEXTTILE ) && !LineOfSight( nullptr, cAttack, cTarget->GetX(), cTarget->GetY(), ( cTarget->GetZ() + 15 ), WALLS_CHIMNEYS + DOORS + FLOORS_FLAT_ROOFING, false ) )
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return false;
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if( !cAttack->GetCanAttack() || cAttack->IsEvading() ) // Is the char allowed to attack?
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return false;
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if( cAttack->GetNPCAiType() == AI_DUMMY ) // If passive, don't allow attack
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return false;
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// If two NPCs try to fight, do some extra checks to make sure they're allowed to (ignore if both are pets)
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if( cAttack->IsNpc() && cTarget->IsNpc() && ( cAttack->GetOwner() == INVALIDSERIAL && cTarget->GetOwner() == INVALIDSERIAL ))
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{
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// Are both the NPCs non-human?
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if( !cwmWorldState->creatures[cAttack->GetID()].IsHuman() && !cwmWorldState->creatures[cTarget->GetID()].IsHuman() )
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{
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if( cAttack->GetNPCAiType() == AI_ANIMAL && cTarget->GetNPCAiType() == AI_ANIMAL )
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{
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// Don't allow combat if both attacker and target have AI_ANIMAL, same body type and belong to same race
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if( cAttack->GetID() == cTarget->GetID() && cAttack->GetRace() == cTarget->GetRace() )
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{
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return false;
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}
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}
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else if( cAttack->GetRace() == cTarget->GetRace() )
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{
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// Otherwise, don't allow combat if both attacker and target have same race
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return false;
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}
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}
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else
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{
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// Don't allow human NPC to human NPC combat if they both have same NPC Flag (evil, innocent, neutral)
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if( cAttack->GetNPCFlag() == cTarget->GetNPCFlag() )
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return false;
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}
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}
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// Check if combat is allowed in attacker AND target's regions, but allow it if it's a guard
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if( cAttack->GetNPCAiType() != AI_GUARD && ( cAttack->GetRegion()->IsSafeZone() || cTarget->GetRegion()->IsSafeZone() ))
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{
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// Either attacker or target is in a safe zone where all aggressive actions are forbidden, disallow
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CSocket *cSocket = cAttack->GetSocket();
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if( cSocket )
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cSocket->sysmessage( 1799 );
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return false;
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}
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bool returningAttack = false;
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cAttack->SetTarg( cTarget );
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cAttack->SetAttacker( cTarget );
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cAttack->SetAttackFirst( ( cTarget->GetTarg() != cAttack ) );
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if( !cTarget->IsInvulnerable() && (!ValidateObject( cTarget->GetTarg() ) || !objInRange( cTarget, cTarget->GetTarg(), DIST_INRANGE )) ) // Only invuln don't fight back
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{
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if( cTarget->GetNPCAiType() != AI_DUMMY )
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{
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cTarget->SetTarg( cAttack );
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cTarget->SetAttacker( cAttack );
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cTarget->SetAttackFirst( false );
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returningAttack = true;
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}
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if( cTarget->GetSocket() != nullptr )
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{
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CPAttackOK tSend = (*cAttack);
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cTarget->GetSocket()->Send( &tSend );
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}
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}
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if( WillResultInCriminal( cAttack, cTarget ) ) //REPSYS
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{
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criminal( cAttack );
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bool regionGuarded = ( cTarget->GetRegion()->IsGuarded() );
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if( cwmWorldState->ServerData()->GuardsStatus() && regionGuarded && cTarget->IsNpc() && cTarget->GetNPCAiType() != AI_GUARD && cwmWorldState->creatures[cTarget->GetID()].IsHuman() )
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{
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cTarget->TextMessage( nullptr, 335, TALK, true );
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callGuards( cTarget, cAttack );
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}
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}
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if( cAttack->GetVisible() == VT_TEMPHIDDEN || cAttack->GetVisible() == VT_INVISIBLE )
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cAttack->ExposeToView();
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if( !cAttack->IsNpc() )
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cAttack->BreakConcentration( cAttack->GetSocket() );
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else
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{
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UI16 toPlay = cwmWorldState->creatures[cAttack->GetID()].GetSound( SND_STARTATTACK );
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if( toPlay != 0x00 )
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Effects->PlaySound( cAttack, toPlay );
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// if the source is an npc, make sure they're in war mode and reset their movement time
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if( !cAttack->IsAtWar() )
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cAttack->ToggleCombat();
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if( cAttack->GetMounted() )
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cAttack->SetTimer( tNPC_MOVETIME, BuildTimeValue( cAttack->GetMountedWalkingSpeed() ) );
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else
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cAttack->SetTimer( tNPC_MOVETIME, BuildTimeValue( cAttack->GetWalkingSpeed() ) );
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}
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// Only unhide the defender, if they're going to return the attack (otherwise they're doing nothing!)
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if( returningAttack )
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{
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if( cTarget->GetVisible() == VT_TEMPHIDDEN || cAttack->GetVisible() == VT_INVISIBLE )
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cTarget->ExposeToView();
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if( !cTarget->IsNpc() )
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cTarget->BreakConcentration( cTarget->GetSocket() );
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// if the target is an npc, and not a guard, make sure they're in war mode and update their movement time
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// ONLY IF THEY'VE CHANGED ATTACKER
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if( cTarget->IsNpc() && cTarget->GetNPCAiType() != AI_GUARD )
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{
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if( !cTarget->IsAtWar() )
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cTarget->ToggleCombat();
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if( cTarget->GetMounted() )
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cTarget->SetTimer( tNPC_MOVETIME, BuildTimeValue( cTarget->GetMountedWalkingSpeed() ) );
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else
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cTarget->SetTimer( tNPC_MOVETIME, BuildTimeValue( cTarget->GetWalkingSpeed() ) );
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}
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}
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return true;
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}
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void callGuards( CChar *mChar, CChar *targChar );
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//o-----------------------------------------------------------------------------------------------o
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//| Function - void PlayerAttack( CSocket *s )
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//o-----------------------------------------------------------------------------------------------o
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//| Purpose - Handle player attacking (Double-clicking whilst in war mode)
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//o-----------------------------------------------------------------------------------------------o
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void CHandleCombat::PlayerAttack( CSocket *s )
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{
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if( s == nullptr )
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return;
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CChar *ourChar = s->CurrcharObj();
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if( !ValidateObject( ourChar ) )
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return;
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// Don't allow attacking other characters if invulnerable
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if( ourChar->IsInvulnerable() )
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{
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s->sysmessage( 1973 ); // You cannot engage in combat while invulnerable!
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return;
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}
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SERIAL serial = s->GetDWord( 1 );
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if( serial == INVALIDSERIAL )
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{
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ourChar->SetTarg( nullptr );
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return;
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}
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CChar *i = calcCharObjFromSer( serial );
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if( !ValidateObject( i ) )
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{
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ourChar->SetTarg( nullptr );
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return;
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}
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if( ourChar->IsDead() )
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{
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if( i->IsNpc() )
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{
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switch( i->GetNPCAiType() )
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{
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case AI_HEALER_G: // Good Healer
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if( !ourChar->IsCriminal() && !ourChar->IsMurderer() )
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{ // Character is innocent
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if( objInRange( i, ourChar, DIST_NEARBY ) )
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{
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CMultiObj *multiObj = ourChar->GetMultiObj();
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if( !ValidateObject( multiObj ) || multiObj->GetOwner() == ourChar->GetSerial() )
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{
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if( LineOfSight( s, ourChar, i->GetX(), i->GetY(), ( i->GetZ() + 15 ), WALLS_CHIMNEYS + DOORS + FLOORS_FLAT_ROOFING, false ) )
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{
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//let's resurrect him!
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Effects->PlayCharacterAnimation( i, 0x10, 0, 7 );
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NpcResurrectTarget( ourChar );
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Effects->PlayStaticAnimation( ourChar, 0x376A, 0x09, 0x06 );
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i->TextMessage( nullptr, ( 316 + RandomNum( 0, 4 ) ), TALK, false );
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}
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}
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}
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else
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i->TextMessage( nullptr, 321, TALK, true );
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}
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else // Character is criminal or murderer
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i->TextMessage( nullptr, 322, TALK, true );
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break;
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case AI_HEALER_E: // Evil Healer
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if( ourChar->IsMurderer() )
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{
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if( objInRange( i, ourChar, DIST_NEARBY ) ) // let's resurrect him
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{
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CMultiObj *multiObj = ourChar->GetMultiObj();
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if( !ValidateObject( multiObj ) || multiObj->GetOwner() == ourChar->GetSerial() )
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{
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if( LineOfSight( s, ourChar, i->GetX(), i->GetY(), ( i->GetZ() + 15 ), WALLS_CHIMNEYS + DOORS + FLOORS_FLAT_ROOFING, false ) )
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{
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if( i->GetBodyType() == BT_GARGOYLE
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|| ( cwmWorldState->ServerData()->ForceNewAnimationPacket()
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&& ( i->GetBodyType() == BT_HUMAN || i->GetBodyType() == BT_ELF )))
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Effects->PlayNewCharacterAnimation( i, N_ACT_SPELL, S_ACT_SPELL_TARGET ); // Action 0x0b, subAction 0x00
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else
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Effects->PlayCharacterAnimation( i, ACT_SPELL_TARGET, 0, 5 ); // 0x10
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NpcResurrectTarget( ourChar );
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Effects->PlayStaticAnimation( ourChar, 0x3709, 0x09, 0x19 ); //Flamestrike effect
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i->TextMessage( nullptr, ( 323 + RandomNum( 0, 4 ) ), TALK, false );
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}
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}
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}
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else
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i->TextMessage( nullptr, 328, TALK, true );
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}
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else
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i->TextMessage( nullptr, 329, TALK, true );
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break;
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default:
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s->sysmessage( 330 );
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break;
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}
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return;
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} //if isNpc
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else
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{
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if( cwmWorldState->ServerData()->PlayerPersecutionStatus() )
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{
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ourChar->SetTarg( i );
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Skills->Persecute( s );
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return;
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}
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else
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{
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s->sysmessage( 330 );
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return;
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}
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}//if isNpc
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}//if isDead
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else if( ourChar->GetTarg() != i )
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{
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std::vector<UI16> scriptTriggers = ourChar->GetScriptTriggers();
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for( auto scriptTrig : scriptTriggers )
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{
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cScript *toExecute = JSMapping->GetScript( scriptTrig );
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if( toExecute != nullptr )
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{
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// -1 == script doesn't exist, or returned -1
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// 0 == script returned false, 0, or nothing - don't execute hard code
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// 1 == script returned true or 1
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if( toExecute->OnCombatStart( ourChar, i ) == 0 )
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{
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return;
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}
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}
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}
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if( !ourChar->GetCanAttack() ) //Is our char allowed to attack
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{
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s->sysmessage( 1778 );
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return;
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}
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// Check if combat is allowed in attacker AND target's regions
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if( ourChar->GetRegion()->IsSafeZone() || i->GetRegion()->IsSafeZone() )
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{
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// Either attacker or target is in a safe zone where all aggressive actions are forbidden, disallow
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s->sysmessage( 1799 );
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return;
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}
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ourChar->SetTarg( i );
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if( ourChar->GetVisible() == VT_TEMPHIDDEN || ourChar->GetVisible() == VT_INVISIBLE )
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ourChar->ExposeToView();
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if( i->IsDead() || i->GetHP() <= 0 )
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{
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s->sysmessage( 331 );
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return;
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}
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if( i->GetNPCAiType() == AI_PLAYERVENDOR ) // PlayerVendors
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{
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s->sysmessage( 332, i->GetName().c_str() );
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return;
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}
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if( i->IsInvulnerable() )
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{
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s->sysmessage( 333 );
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return;
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}
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if( i->IsEvading() )
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{
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s->sysmessage( 1792 );
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return;
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}
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// Deal with players attacking NPCs they're escorting!
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if( i->IsNpc() && i->GetQuestType() == 0xFF && i->GetOwnerObj() == ourChar )
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{
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i->SetNpcWander( WT_FREE ); // Wander freely
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i->SetFTarg( nullptr ); // Reset follow target
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i->SetQuestType( 0 ); // Reset quest type
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i->SetQuestDestRegion( 0 ); // Reset quest destination region
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// Set a timer to automatically delete the NPC
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i->SetTimer( tNPC_SUMMONTIME, cwmWorldState->ServerData()->BuildSystemTimeValue( tSERVER_ESCORTDONE ) );
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i->SetOwner( nullptr );
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i->TextMessage( nullptr, 1797, TALK, false ); // Send out the rant about being abandoned
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}
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//flag them FIRST so that anything attacking them as a result of this is not flagged.
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if( WillResultInCriminal( ourChar, i ) ) //REPSYS
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{
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criminal( ourChar );
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bool regionGuarded = ( i->GetRegion()->IsGuarded() );
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if( cwmWorldState->ServerData()->GuardsStatus() && regionGuarded && i->IsNpc() && i->GetNPCAiType() != AI_GUARD && cwmWorldState->creatures[i->GetID()].IsHuman() )
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{
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i->TextMessage( nullptr, 335, TALK, true );
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callGuards( i, ourChar );
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}
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}
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if( i->IsGuarded() )
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petGuardAttack( ourChar, i, i );
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// Send attacker message to all nearby players
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for (auto &tSock : FindNearbyPlayers( ourChar )){
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if( tSock )
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{
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// Valid socket found
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CChar *witness = tSock->CurrcharObj();
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if( ValidateObject( witness ))
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{
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// Fetch names of attacker and target
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std::string attackerName = getNpcDictName( ourChar, tSock );
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std::string targetName = getNpcDictName( i, tSock );
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// Send a TextMessage visible only to the witness
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ourChar->TextMessage( tSock, 334, EMOTE, 0, attackerName.c_str(), targetName.c_str() ); // Attacker emotes "You see attacker attacking target" to all nearby
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}
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}
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}
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if( !i->IsNpc() )
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{
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CSocket *iSock = i->GetSocket();
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if( iSock != nullptr )
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{
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std::string attackerName = getNpcDictName( ourChar, iSock );
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i->TextMessage( iSock, 1281, EMOTE, 1, attackerName.c_str() ); // "Attacker is attacking you!" sent to target socket only
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}
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}
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// keep the target highlighted
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CPAttackOK toSend = (*i);
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s->Send( &toSend );
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if( i->GetNPCAiType() != AI_GUARD && !ValidateObject( i->GetTarg() ) )
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{
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i->SetAttacker( ourChar );
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i->SetAttackFirst( false );
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}
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ourChar->SetAttackFirst( true );
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ourChar->SetAttacker( i );
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AttackTarget( i, ourChar );
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}
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}
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//o-----------------------------------------------------------------------------------------------o
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//| Function - void AttackTarget( CChar *cAttack, CChar *cTarget )
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//o-----------------------------------------------------------------------------------------------o
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//| Purpose - Handle the attacking action in combat
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//o-----------------------------------------------------------------------------------------------o
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void CHandleCombat::AttackTarget( CChar *cAttack, CChar *cTarget )
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{
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// Check if OnCombatStart event exists, necessary here to make event run for NPCs attacking
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std::vector<UI16> scriptTriggers = cAttack->GetScriptTriggers();
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for( auto scriptTrig : scriptTriggers )
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{
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cScript *toExecute = JSMapping->GetScript( scriptTrig );
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if( toExecute != nullptr )
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{
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// -1 == script doesn't exist, or returned -1
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// 0 == script returned false, 0, or nothing - don't execute hard code
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// 1 == script returned true or 1
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if( toExecute->OnCombatStart( cAttack, cTarget ) == 0 )
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{
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return;
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}
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}
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}
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if( !cAttack->GetCanAttack() || cAttack->IsEvading() ) // Is the char allowed to attack?
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return;
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if( !StartAttack( cAttack, cTarget ) )
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return;
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// If the target is an innocent, not a racial or guild ally/enemy, then flag them as criminal
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// and, of course, call the guards ;>
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if( WillResultInCriminal( cAttack, cTarget ) )
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{
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criminal( cAttack );
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bool regionGuarded = ( cTarget->GetRegion()->IsGuarded() );
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if( cwmWorldState->ServerData()->GuardsStatus() && regionGuarded )
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{
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if( cTarget->IsNpc() && cTarget->GetNPCAiType() != AI_GUARD && cwmWorldState->creatures[cTarget->GetID()].IsHuman() )
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{
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cTarget->TextMessage( nullptr, 1282, TALK, true );
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callGuards( cTarget, cAttack );
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}
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}
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}
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if( cAttack->DidAttackFirst() )
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{
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// Send attacker message to all nearby players
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for (auto &tSock : FindNearbyPlayers( cAttack )) {
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if( tSock )
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{
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// Valid socket found
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CChar *witness = tSock->CurrcharObj();
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if( ValidateObject( witness ))
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{
|
|
// Fetch names of attacker and target
|
|
std::string attackerName = getNpcDictName( cAttack, tSock );
|
|
std::string targetName = getNpcDictName( cTarget, tSock );
|
|
|
|
// Send a TextMessage visible only to the witness
|
|
cAttack->TextMessage( tSock, 334, EMOTE, 0, attackerName.c_str(), targetName.c_str() ); // Attacker emotes "You see attacker attacking target" to all nearby
|
|
}
|
|
}
|
|
}
|
|
|
|
if( !cTarget->IsNpc() )
|
|
{
|
|
CSocket *iSock = cTarget->GetSocket();
|
|
if( iSock != nullptr )
|
|
{
|
|
std::string attackerName = getNpcDictName( cAttack, iSock );
|
|
cTarget->TextMessage( iSock, 1281, EMOTE, 1, attackerName.c_str() ); // Target should get an emote only to his socket "Target is attacking you!"
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Function - CItem * getWeapon( CChar *i )
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Purpose - Find what weapon (if any) character is holding
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
CItem * CHandleCombat::getWeapon( CChar *i )
|
|
{
|
|
if( !ValidateObject( i ) )
|
|
return nullptr;
|
|
|
|
CItem *j = i->GetItemAtLayer( IL_RIGHTHAND );
|
|
if( ValidateObject( j ) )
|
|
{
|
|
if( j->GetType() == IT_SPELLBOOK ) // spell books aren't weapons
|
|
return nullptr;
|
|
return j;
|
|
}
|
|
j = i->GetItemAtLayer( IL_LEFTHAND );
|
|
if( ValidateObject( j ) && !j->IsShieldType() )
|
|
return j;
|
|
return nullptr;
|
|
}
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Function - CItem * getShield( CChar *i )
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Purpose - Check players hands for a shield
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
CItem * CHandleCombat::getShield( CChar *i )
|
|
{
|
|
if( ValidateObject( i ) )
|
|
{
|
|
CItem *shield = i->GetItemAtLayer( IL_LEFTHAND );
|
|
if( ValidateObject( shield ) && shield->IsShieldType() )
|
|
return shield;
|
|
}
|
|
return nullptr;
|
|
}
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Function - UI08 getWeaponType( CItem *i )
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Purpose - Find what weapon type a character is holding (based on its ID)
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
UI08 CHandleCombat::getWeaponType( CItem *i )
|
|
{
|
|
if( !ValidateObject( i ) )
|
|
return WRESTLING;
|
|
|
|
switch( i->GetID() )
|
|
{
|
|
// Slashing Swords
|
|
case 0x0EC4: //skinning knife
|
|
case 0x0EC5: //skinning knife
|
|
case 0x0F60: //longsword
|
|
case 0x0F61: //longsword
|
|
case 0x13B7: //long sword
|
|
case 0x13B8: //long sword
|
|
case 0x1440: //cutlass
|
|
case 0x1441: //cutlass
|
|
case 0x26BB: //bone harvester - AoS
|
|
case 0x26C5: //bone harvester - AoS
|
|
case 0x2573: //magic sword - LBR
|
|
case 0x2574: //magic sword - LBR
|
|
case 0x2575: //magic sword - LBR
|
|
case 0x2576: //magic sword - LBR
|
|
case 0x257E: //short sword - LBR
|
|
case 0x27A4: //wakizashi - SE
|
|
case 0x27EF: //wakizashi - SE
|
|
case 0x0907: //gargish shortblade - SA
|
|
case 0x4076: //gargish shortblade - SA
|
|
case 0x48C6: //gargish bone harvester - SA
|
|
case 0x48C7: //gargish bone harvester - SA
|
|
return DEF_SWORDS;
|
|
// Default Swords
|
|
case 0x13F6: //butcher knife
|
|
case 0x13F7: //butcher knife
|
|
case 0x13FE: //katana
|
|
case 0x13FF: //katana
|
|
case 0x13B5: //scimitar
|
|
case 0x13B6: //scimitar
|
|
case 0x13B9: //viking sword
|
|
case 0x13BA: //viking sword
|
|
case 0x255E: //ratman sword - LBR
|
|
case 0x2560: //skeleton scimitar - LBR
|
|
case 0x090C: //gargish glass sword - SA
|
|
case 0x4073: //gargish glass sword - SA
|
|
case 0x0900: //gargish stone war sword - SA
|
|
case 0x4071: //gargish stone war sword - SA
|
|
case 0x48B6: //gargish butcherknife - SA
|
|
case 0x48B7: //gargish butcherknife - SA
|
|
case 0x48BA: //gargish katana - SA
|
|
case 0x48BB: //gargish katana - SA
|
|
case 0xA28B: //bladed whip - ToL
|
|
case 0xA293: //bladed whip - ToL
|
|
return SLASH_SWORDS;
|
|
// One-Handed Lg. Swords
|
|
case 0x0F5E: //broadsword
|
|
case 0x0F5F: //broadsword
|
|
case 0x257D: //longsword - LBR
|
|
case 0x26CE: //paladin sword - AoS
|
|
case 0x26CF: //paladin sword - AoS
|
|
case 0x2554: //daemon sword - LBR
|
|
case 0x2D27: //radiant scimitar - ML
|
|
case 0x2D33: //radiant scimitar - ML
|
|
case 0x2D29: //elven machete - ML
|
|
case 0x2D35: //elven machete - ML
|
|
case 0x090B: //gargish dread sword - SA
|
|
case 0x4074: //gargish dread sword - SA
|
|
case 0xA33B: //antique sword 1 south
|
|
case 0xA33C: //antique sword 1 east
|
|
case 0xA33D: //antique sword 2 south
|
|
case 0xA33E: //antique sword 2 east
|
|
case 0xA33F: //antique sword 3 south
|
|
case 0xA340: //antique sword 3 east
|
|
case 0xA341: //skull sword south
|
|
case 0xA342: //skull sword east
|
|
case 0xA345: //gargoyle skull sword south
|
|
case 0xA346: //gargoyle skull sword east
|
|
return ONEHND_LG_SWORDS;
|
|
// Two-Handed Lg. Swords
|
|
case 0x143E: //halberd
|
|
case 0x143F: //halberd
|
|
case 0x26BD: //bladed staff - AoS
|
|
case 0x26C7: //bladed staff - AoS
|
|
case 0x26C1: //crescent blade - AoS
|
|
case 0x26CB: //crescent blade - AoS
|
|
case 0x2578: //no-dachi - LBR
|
|
case 0x27A2: //no-dachi - SE
|
|
case 0x27ED: //no-dachi - SE
|
|
case 0x27A8: //bokuto - SE
|
|
case 0x27F3: //bokuto - SE
|
|
case 0x2D26: //rune blade - ML
|
|
case 0x2D32: //rune blade - ML
|
|
case 0x0908: //gargish talwar - SA
|
|
case 0x4075: //gargish talwar - SA
|
|
return TWOHND_LG_SWORDS;
|
|
// Bardiche
|
|
case 0x0F4D: //bardiche
|
|
case 0x0F4E: //bardiche
|
|
case 0x26BA: //scythe - AoS
|
|
case 0x26C4: //scythe - AoS
|
|
case 0x255B: //ophidian bardiche - LBR
|
|
case 0x2577: //naginata - LBR
|
|
case 0x48B4: //gargish bardiche - SA
|
|
case 0x48B5: //gargish bardiche - SA
|
|
case 0x48C4: //gargish scythe - SA
|
|
case 0x48C5: //gargish scythe - SA
|
|
return BARDICHE;
|
|
// One-Handed Axes
|
|
case 0x0EC2: //cleaver
|
|
case 0x0EC3: //cleaver
|
|
case 0x0E85: //pickaxe
|
|
case 0x0E86: //pickaxe
|
|
case 0x2567: //orc lord battleaxe - LBR
|
|
case 0x2579: //pick - LBR
|
|
case 0x48AE: //gargish cleaver
|
|
case 0x48AF: //gargish cleaver
|
|
return ONEHND_AXES;
|
|
// Two-Handed Axes
|
|
case 0x13FA: //large battle axe
|
|
case 0x13FB: //large battle axe
|
|
case 0x1442: //two handed axe
|
|
case 0x1443: //two handed axe
|
|
case 0x0F43: //hatchet
|
|
case 0x0F44: //hatchet
|
|
case 0x0F45: //executioner's axe
|
|
case 0x0F46: //executioner's axe
|
|
case 0x0F47: //battle axe
|
|
case 0x0F48: //battle axe
|
|
case 0x0F49: //axe
|
|
case 0x0F4A: //axe
|
|
case 0x0F4B: //double axe
|
|
case 0x0F4C: //double axe
|
|
case 0x255F: //skeleton axe - LBR
|
|
case 0x255D: //ratman axe - LBR
|
|
case 0x2564: //troll axe - LBR
|
|
case 0x2570: //hatchet - LBR
|
|
case 0x2D28: //ornate axe - ML
|
|
case 0x2D34: //ornate axe - ML
|
|
case 0x48B0: //gargish battleaxe - SA
|
|
case 0x48B1: //gargish battleaxe - SA
|
|
case 0x48B2: //gargish axe - SA
|
|
case 0x48B3: //gargish axe - SA
|
|
return TWOHND_AXES;
|
|
// Default Maces
|
|
case 0x13E3: //smith's hammer
|
|
case 0x13E4: //smith's hammer
|
|
case 0x13B3: //club
|
|
case 0x13B4: //club
|
|
case 0x0FB4: //sledge hammer
|
|
case 0x0FB5: //sledge hammer
|
|
case 0x0F5C: //mace
|
|
case 0x0F5D: //mace
|
|
case 0x1406: //war mace
|
|
case 0x1407: //war mace
|
|
case 0x143C: //hammer pick
|
|
case 0x143D: //hammer pick
|
|
case 0x13AF: //war axe
|
|
case 0x13B0: //war axe
|
|
case 0x143A: //maul
|
|
case 0x143B: //maul
|
|
case 0x26BC: //scepter - AoS
|
|
case 0x26C6: //scepter - AoS
|
|
case 0x2557: //lizardman's mace - LBR
|
|
case 0x255C: //orc club - LBR
|
|
case 0x256F: //smyth's hammer - LBR
|
|
case 0x257F: //war mace - LBR
|
|
case 0x2D24: //diamond mace - ML
|
|
case 0x2D30: //diamond mace - ML
|
|
case 0x2D25: //wild staff - ML
|
|
case 0x2D31: //wild staff - ML
|
|
case 0x0903: //gargish disc mace - SA
|
|
case 0x406E: //gargish disc mace - SA
|
|
case 0x48C2: //gargish maul - SA
|
|
case 0x48C3: //gargish maul - SA
|
|
case 0xA289: //barbed whip - ToL
|
|
case 0xA291: //barbed whip - ToL
|
|
return DEF_MACES;
|
|
// Large Maces
|
|
case 0x13F4: //crook
|
|
case 0x13F5: //crook
|
|
case 0x13F8: //gnarled staff
|
|
case 0x13F9: //gnarled staff
|
|
case 0x0DF0: //black staff
|
|
case 0x0DF1: //black staff
|
|
case 0x0E81: //shepherd's crook
|
|
case 0x0E82: //shepherd's crook
|
|
case 0x0E89: //quarter staff
|
|
case 0x0E8A: //quarter staff
|
|
case 0x1438: //war hammer
|
|
case 0x1439: //war hammer
|
|
case 0x2555: //ettin hammer - LBR
|
|
case 0x2556: //liche's staff - LBR
|
|
case 0x2559: //ogre's club - LBR
|
|
case 0x255A: //ophidian staff - LBR
|
|
case 0x2561: //terathan staff - LBR
|
|
case 0x2565: //troll maul - LBR
|
|
case 0x2566: //frost troll club - LBR
|
|
case 0x2568: //orc mage staff - LBR
|
|
case 0x2569: //bone mage staff - LBR
|
|
case 0x256B: //magic staff - LBR
|
|
case 0x256C: //magic staff - LBR
|
|
case 0x256D: //magic staff - LBR
|
|
case 0x256E: //magic staff - LBR
|
|
case 0x27A3: //tessen - SE
|
|
case 0x27EE: //tessen - SE
|
|
case 0x27A6: //tetsubo - SE
|
|
case 0x27F1: //tetsubo - SE
|
|
case 0x27AE: //nunchako - SE
|
|
case 0x27F9: //nunchako - SE
|
|
case 0x48C0: //gargish war hammer - SA
|
|
case 0x48C1: //gargish war hammer - SA
|
|
case 0x48CC: //gargish tessen - SA
|
|
case 0x48CD: //gargish tessen - SA
|
|
case 0x0905: //gargish glass staff - SA
|
|
case 0x4070: //gargish glass staff - SA
|
|
case 0x0906: //gargish serpentstone staff - SA
|
|
case 0x406F: //gargish serpentstone staff - SA
|
|
case 0xA343: //skull staff south
|
|
case 0xA344: //skull staff east
|
|
case 0xA347: //gargoyle skull staff south
|
|
case 0xA348: //gargoyle skull staff east
|
|
return LG_MACES;
|
|
// Bows
|
|
case 0x13B1: //bow
|
|
case 0x13B2: //bow
|
|
case 0x26C2: //composite bow - AoS
|
|
case 0x26CC: //composite bow - AoS
|
|
case 0x2571: //horseman's bow - LBR
|
|
case 0x27A5: //yumi - SE
|
|
case 0x27F0: //yumi - SE
|
|
case 0x2D1E: //elven composite longbow - ML
|
|
case 0x2D2A: //elven composite longbow - ML
|
|
case 0x2D1F: //magical shortbow - ML
|
|
case 0x2D2B: //magical shortbow - ML
|
|
return BOWS;
|
|
// Crossbows
|
|
case 0x0F4F: //crossbow
|
|
case 0x0F50: //crossbow
|
|
case 0x13FC: //heavy crossbow
|
|
case 0x13FD: //heavy crossbow
|
|
case 0x26C3: //repeating crossbow - AoS
|
|
case 0x26CD: //repeating crossbow - AoS
|
|
return XBOWS;
|
|
case 0x27AA: //fukiya - SE - Blowgun, uses Dart ammo (0x2806 or 0x2804)
|
|
case 0x27F5: //fukiya - SE - Blowgun, uses Dart ammo (0x2806 or 0x2804)
|
|
return BLOWGUNS;
|
|
// Normal Fencing Weapons
|
|
case 0x0F51: //dagger
|
|
case 0x0F52: //dagger
|
|
case 0x1400: //kryss
|
|
case 0x1401: //kryss
|
|
case 0x1402: //short spear
|
|
case 0x1403: //short spear
|
|
case 0x1404: //war fork
|
|
case 0x1405: //war fork
|
|
case 0x257C: //sword(rapier) - LBR
|
|
case 0x2D20: //elven spellblade - ML
|
|
case 0x2D2C: //elven spellblade - ML
|
|
case 0x2D21: //assassin spike - ML
|
|
case 0x2D2D: //assassin spike - ML
|
|
case 0x2D22: //leafblade - ML
|
|
case 0x2D2E: //leafblade - ML
|
|
case 0x2D23: //war cleaver - ML
|
|
case 0x2D2F: //war cleaver - ML
|
|
case 0x0902: //gargish dagger - SA
|
|
case 0x406A: //gargish dagger
|
|
case 0x08FE: //gargish bloodblade - SA
|
|
case 0x4072: //gargish bloodblade - SA
|
|
case 0x48BC: //gargish kryss - SA
|
|
case 0x48BD: //gargish kryss - SA
|
|
case 0xA28A: //spiked whip - ToL
|
|
case 0xA292: //spiked whip - ToL
|
|
return DEF_FENCING;
|
|
// Stabbing Fencing Weapons
|
|
case 0x0E87: //pitchfork
|
|
case 0x0E88: //pitchfork
|
|
case 0x0F62: //spear
|
|
case 0x0F63: //spear
|
|
case 0x26BE: //pike - AoS
|
|
case 0x26C8: //pike - AoS
|
|
case 0x26BF: //double bladed staff - AoS
|
|
case 0x26C9: //double bladed staff - AoS
|
|
case 0x26C0: //lance - AoS
|
|
case 0x26CA: //lance - AoS
|
|
case 0x2558: //lizardman's spear - LBR
|
|
case 0x2562: //terathan spear - LBR
|
|
case 0x2572: //horseman's javelin - LBR
|
|
case 0x257A: //spear - LBR
|
|
case 0x257B: //spear - LBR
|
|
case 0x27A7: //lajatang - SE
|
|
case 0x27F2: //lajatang - SE
|
|
case 0x0904: //gargish dual pointed spear - SA
|
|
case 0x406D: //gargish dual pointed spear - SA
|
|
case 0x48C8: //gargish pike - SA
|
|
case 0x48C9: //gargish pike - SA
|
|
case 0x48CA: //gargish lance - SA
|
|
case 0x48CB: //gargish lance - SA
|
|
return TWOHND_FENCING;
|
|
case 0x27AF: //sai - SE
|
|
case 0x27FA: //sai - SE
|
|
return DUAL_FENCING_STAB;
|
|
case 0x27AB: //tekagi - SE
|
|
case 0x27F6: //tekagi - SE
|
|
case 0x27AD: //kama - SE
|
|
case 0x27F8: //kama - SE
|
|
case 0x48CE: //gargish tekagi - SA
|
|
case 0x48CF: //gargish tekagi - SA
|
|
return DUAL_FENCING_SLASH;
|
|
case 0x27A9: //daisho - SE
|
|
case 0x27F4: //daisho - SE
|
|
case 0x08FD: //gargish dual short axes - SA
|
|
case 0x4068: //gargish dual short axes - SA
|
|
case 0x48D0: //gargish daisho - SA
|
|
case 0x48D1: //gargish daisho - SA
|
|
return DUAL_SWORD;
|
|
case 0x08FF: //gargish boomerang - SA
|
|
case 0x4067: //gargish boomerang - SA
|
|
case 0x0901: //gargish cyclone - SA
|
|
case 0x406C: //gargish cyclone - SA
|
|
case 0x090A: //gargish soul glaive - SA
|
|
case 0x406B: //gargish soul glaive - SA
|
|
return THROWN;
|
|
default: // Wrestling
|
|
return WRESTLING;
|
|
}
|
|
}
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Function - UI08 getBowType( CItem *bItem )
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Purpose - Find if character is holding a Bow or XBow
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
UI08 CHandleCombat::getBowType( CItem *bItem )
|
|
{
|
|
if( !ValidateObject( bItem ) )
|
|
return 0;
|
|
|
|
switch( getWeaponType( bItem ) )
|
|
{
|
|
case BOWS:
|
|
return BOWS;
|
|
case XBOWS:
|
|
return XBOWS;
|
|
case BLOWGUNS:
|
|
return BLOWGUNS;
|
|
default:
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Function - UI08 getCombatSkill( CItem *wItem )
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Purpose - Gets your combat skill based on the weapon in your hand (if any)
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
UI08 CHandleCombat::getCombatSkill( CItem *wItem )
|
|
{
|
|
if( !ValidateObject( wItem ) )
|
|
return WRESTLING;
|
|
|
|
switch( getWeaponType( wItem ) )
|
|
{
|
|
case DEF_SWORDS:
|
|
case SLASH_SWORDS:
|
|
case ONEHND_LG_SWORDS:
|
|
case TWOHND_LG_SWORDS:
|
|
case ONEHND_AXES:
|
|
case TWOHND_AXES:
|
|
case BARDICHE:
|
|
case DUAL_SWORD:
|
|
return SWORDSMANSHIP;
|
|
case DEF_MACES:
|
|
case LG_MACES:
|
|
return MACEFIGHTING;
|
|
case DEF_FENCING:
|
|
case TWOHND_FENCING:
|
|
case DUAL_FENCING_SLASH:
|
|
case DUAL_FENCING_STAB:
|
|
return FENCING;
|
|
case BOWS:
|
|
case XBOWS:
|
|
case BLOWGUNS:
|
|
return ARCHERY;
|
|
case THROWN:
|
|
return THROWING;
|
|
case WRESTLING:
|
|
default:
|
|
return WRESTLING;
|
|
}
|
|
}
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Function - SI16 calcAtt( CChar *p, bool doDamage )
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Purpose - Calculate total attack power and do damage to the weapon
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
SI16 CHandleCombat::calcAtt( CChar *p, bool doDamage )
|
|
{
|
|
if( !ValidateObject( p ) )
|
|
return 0;
|
|
|
|
SI16 getDamage = 0;
|
|
|
|
CItem *weapon = getWeapon( p );
|
|
if( ValidateObject( weapon ) )
|
|
{
|
|
if( weapon->GetLoDamage() > 0 && weapon->GetHiDamage() > 0 )
|
|
{
|
|
// Calculate random damage dealt by weapon based on lo/hi damage from dfns
|
|
if( weapon->GetLoDamage() >= weapon->GetHiDamage() ) {
|
|
getDamage += weapon->GetLoDamage();
|
|
}
|
|
else {
|
|
getDamage += RandomNum( weapon->GetLoDamage(), weapon->GetHiDamage() );
|
|
}
|
|
|
|
// Chance to apply damage to (player's) weapon based on ini setting
|
|
if( doDamage && !p->IsNpc() && ( cwmWorldState->ServerData()->CombatWeaponDamageChance() >= RandomNum( 1, 100 )))
|
|
{
|
|
SI08 weaponDamage = 0;
|
|
UI08 weaponDamageMin = 0;
|
|
UI08 weaponDamageMax = 0;
|
|
|
|
// Fetch minimum and maximum weapon damage from ini
|
|
weaponDamageMin = cwmWorldState->ServerData()->CombatWeaponDamageMin();
|
|
weaponDamageMax = cwmWorldState->ServerData()->CombatWeaponDamageMax();
|
|
|
|
weaponDamage -= static_cast<std::uint8_t>( RandomNum( static_cast<std::uint16_t>(weaponDamageMin), static_cast<std::uint16_t>(weaponDamageMax) ));
|
|
weapon->IncHP( weaponDamage );
|
|
|
|
|
|
// If weapon hp has reached 0, destroy it
|
|
if( weapon->GetHP() <= 0 )
|
|
{
|
|
CSocket *mSock = p->GetSocket();
|
|
if( mSock != nullptr )
|
|
{
|
|
std::string name;
|
|
getTileName( (*weapon), name );
|
|
mSock->sysmessage( 311, name.c_str() ); // Your %s has been destroyed.
|
|
}
|
|
weapon->Delete();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else if( p->IsNpc() )
|
|
{
|
|
if( p->GetLoDamage() >= p->GetHiDamage() ){
|
|
getDamage = p->GetLoDamage();
|
|
}
|
|
else if( p->GetHiDamage() > 2 ){
|
|
getDamage = RandomNum( p->GetLoDamage(), p->GetHiDamage() );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
UI16 getWrestSkill = ( p->GetSkill( WRESTLING ) / 65 );
|
|
if( getWrestSkill > 0 ) {
|
|
getDamage = HalfRandomNum( getWrestSkill );
|
|
}
|
|
else{
|
|
getDamage = RandomNum( 1, 2 );
|
|
}
|
|
}
|
|
if( getDamage < 1 )
|
|
getDamage = 1;
|
|
return getDamage;
|
|
}
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Function - SI16 calcLowDamage( CChar *p )
|
|
//| Date - 11. Mar, 2006
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Purpose - Calculate low damage value of the char
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
SI16 CHandleCombat::calcLowDamage( CChar *p )
|
|
{
|
|
if( !ValidateObject( p ) )
|
|
return 0;
|
|
|
|
SI16 getDamage = 0;
|
|
|
|
CItem *weapon = getWeapon( p );
|
|
if( ValidateObject( weapon ) )
|
|
{
|
|
if( weapon->GetLoDamage() > 0 && weapon->GetHiDamage() > 0 )
|
|
{
|
|
if( weapon->GetLoDamage() >= weapon->GetHiDamage() )
|
|
getDamage = weapon->GetHiDamage();
|
|
else
|
|
getDamage = weapon->GetLoDamage();
|
|
}
|
|
}
|
|
else if( p->IsNpc() )
|
|
{
|
|
if( p->GetLoDamage() >= p->GetHiDamage() )
|
|
getDamage = p->GetHiDamage();
|
|
else if( p->GetHiDamage() > 2 )
|
|
getDamage = p->GetLoDamage();
|
|
}
|
|
else
|
|
{
|
|
UI16 getWrestSkill = ( p->GetSkill( WRESTLING ) / 65 );
|
|
if( getWrestSkill > 0 )
|
|
getDamage = ( getWrestSkill / 2);
|
|
else
|
|
getDamage = 1;
|
|
}
|
|
if( getDamage < 1 )
|
|
getDamage = 1;
|
|
return getDamage;
|
|
}
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Function - SI16 calcHighDamage( CChar *p )
|
|
//| Date - 11. Mar, 2006
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Purpose - Calculate high damage value of the char
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
SI16 CHandleCombat::calcHighDamage( CChar *p )
|
|
{
|
|
if( !ValidateObject( p ) )
|
|
return 0;
|
|
|
|
SI16 getDamage = 0;
|
|
|
|
CItem *weapon = getWeapon( p );
|
|
if( ValidateObject( weapon ) )
|
|
{
|
|
if( weapon->GetLoDamage() > 0 && weapon->GetHiDamage() > 0 )
|
|
{
|
|
if( weapon->GetLoDamage() >= weapon->GetHiDamage() )
|
|
getDamage = weapon->GetLoDamage();
|
|
else
|
|
getDamage = weapon->GetHiDamage();
|
|
|
|
}
|
|
}
|
|
else if( p->IsNpc() )
|
|
{
|
|
if( p->GetLoDamage() >= p->GetHiDamage() )
|
|
getDamage = p->GetLoDamage();
|
|
else if( p->GetHiDamage() > 2 )
|
|
getDamage = p->GetHiDamage();
|
|
}
|
|
else
|
|
{
|
|
UI16 getWrestSkill = ( p->GetSkill( WRESTLING ) / 65 );
|
|
if( getWrestSkill > 0 )
|
|
getDamage = getWrestSkill;
|
|
else
|
|
getDamage = 2;
|
|
}
|
|
if( getDamage < 1 )
|
|
getDamage = 1;
|
|
return getDamage;
|
|
}
|
|
|
|
/*
|
|
New Defense Calculations
|
|
Date: 3/03/2003
|
|
|
|
Purpose:
|
|
To emulate OSI's armor calculation methods for specific hit locations and total AR level
|
|
|
|
How we do this:
|
|
We need to first determine what we are calculating, total AR (hitLoc 0) or the armor level of a specific locations (hitLoc 1-6).
|
|
Next we need to loop through the items a player has equipped searching for items that match the following criteria:
|
|
Defence > 0
|
|
On a specific layer (depending on the hit location)
|
|
The item with the most AR covering that location
|
|
Lastly we have to return this information. If we are returning the AR of a specific hit location, then we return the actual Def value of the item
|
|
if we are returning the total AR of a character, we need to find the AR / the divisor used for that specific location.
|
|
|
|
Divisors based upon location / Armor (as best I can match it to OSI)
|
|
Torso (hitLoc 1): AR / 2.8
|
|
Arms (hitLoc 2): AR / 6.8
|
|
Head (hitLoc 3): AR / 7.3
|
|
Legs (hitLoc 4): AR / 4.5
|
|
Neck (hitLoc 5): AR / 14.5
|
|
Hands (hitLoc 6): AR / 14.5
|
|
|
|
Functions:
|
|
checkDef( CItem *checkItem, CItem& currItem, SI32 &currDef )
|
|
getArmorDef( CChar *mChar, CItem& defItem, UI08 bodyLoc, bool findTotal )
|
|
calcDef( CChar *mChar, UI08 hitLoc, bool doDamage )
|
|
|
|
All information on armor defence values, divisors, and combat calculations gleaned from uo.stratics.com
|
|
http://uo.stratics.com/content/arms-armor/armor.shtml
|
|
http://uo.stratics.com/content/arms-armor/combat.shtml
|
|
http://uo.stratics.com/content/arms-armor/clothes.shtml
|
|
http://uo.stratics.com/content/aos/combatchanges.shtml
|
|
*/
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Function - CItem *checkDef( CItem *checkItem, CItem *currItem, SI32 &currDef, WeatherType resistType )
|
|
//| Date - 3/03/2003
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Purpose - Checks the defense of checkItem vs the defense of currItem and returns
|
|
//| the item with the greater Def and its def value
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
CItem *CHandleCombat::checkDef( CItem *checkItem, CItem *currItem, SI32 &currDef, WeatherType resistType )
|
|
{
|
|
if( ValidateObject( checkItem ) && checkItem->GetResist( resistType ) > currDef )
|
|
{
|
|
currDef = checkItem->GetResist( resistType );
|
|
return checkItem;
|
|
}
|
|
return currItem;
|
|
}
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Function - CItem * getArmorDef( CChar *mChar, SI32 &totalDef, UI08 bodyLoc, bool findTotal, WeatherType resistType )
|
|
//| Date - 3/03/2003
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Purpose - Finds the item covering the location bodyLoc with the greatest AR and
|
|
//| returns it along with its def value
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
CItem * CHandleCombat::getArmorDef( CChar *mChar, SI32 &totalDef, UI08 bodyLoc, bool findTotal, WeatherType resistType )
|
|
{
|
|
SI32 armorDef = 0;
|
|
CItem *currItem = nullptr;
|
|
switch( bodyLoc )
|
|
{
|
|
case 1: // Torso
|
|
currItem = checkDef( mChar->GetItemAtLayer( IL_INNERSHIRT ), currItem, armorDef, resistType ); // Shirt
|
|
currItem = checkDef( mChar->GetItemAtLayer( IL_TUNIC ), currItem, armorDef, resistType ); // Torso (Inner - Chest Armor)
|
|
currItem = checkDef( mChar->GetItemAtLayer( IL_OUTERSHIRT ), currItem, armorDef, resistType ); // Torso (Middle - Tunic, etc)
|
|
currItem = checkDef( mChar->GetItemAtLayer( IL_CLOAK ), currItem, armorDef, resistType ); // Back (Cloak)
|
|
currItem = checkDef( mChar->GetItemAtLayer( IL_ROBE ), currItem, armorDef, resistType ); // Torso (Outer - Robe)
|
|
if( findTotal )
|
|
armorDef = (SI32)(100 * (R32)( armorDef / 2.8 ));
|
|
break;
|
|
case 2: // Arms
|
|
currItem = checkDef( mChar->GetItemAtLayer( IL_ARMS ), currItem, armorDef, resistType ); // Arms
|
|
if( findTotal )
|
|
armorDef = (SI32)(100 * (R32)( armorDef / 6.8 ));
|
|
break;
|
|
case 3: // Head
|
|
currItem = checkDef( mChar->GetItemAtLayer( IL_HELM ), currItem, armorDef, resistType ); // Head
|
|
if( findTotal )
|
|
armorDef = (SI32)(100 * (R32)( armorDef / 7.3 ));
|
|
break;
|
|
case 4: // Legs
|
|
currItem = checkDef( mChar->GetItemAtLayer( IL_FOOTWEAR ), currItem, armorDef, resistType ); // Shoes
|
|
currItem = checkDef( mChar->GetItemAtLayer( IL_PANTS ), currItem, armorDef, resistType ); // Pants
|
|
currItem = checkDef( mChar->GetItemAtLayer( IL_WAIST ), currItem, armorDef, resistType ); // Waist (Half Apron)
|
|
currItem = checkDef( mChar->GetItemAtLayer( IL_OUTERLEGGINGS ), currItem, armorDef, resistType ); // Legs (Outer - Skirt, Kilt)
|
|
currItem = checkDef( mChar->GetItemAtLayer( IL_INNERLEGGINGS ), currItem, armorDef, resistType ); // Legs (Inner - Leg Armor)
|
|
if( findTotal )
|
|
armorDef = (SI32)(100 * (R32)( armorDef / 4.5 ));
|
|
break;
|
|
case 5: // Neck
|
|
currItem = checkDef( mChar->GetItemAtLayer( IL_NECK ), currItem, armorDef, resistType ); // Neck
|
|
if( findTotal )
|
|
armorDef = (SI32)(100 * (R32)( armorDef / 14.5 ));
|
|
break;
|
|
case 6: // Hands
|
|
currItem = checkDef( mChar->GetItemAtLayer( IL_GLOVES ), currItem, armorDef, resistType ); // Gloves
|
|
if( findTotal )
|
|
armorDef = (SI32)(100 * (R32)( armorDef / 14.5 ));
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
if( findTotal )
|
|
totalDef += armorDef;
|
|
else
|
|
totalDef = armorDef;
|
|
|
|
return currItem;
|
|
}
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Function - UI16 calcDef( CChar *mChar, UI08 hitLoc, bool doDamage, WeatherType resistType )
|
|
//| Date - 3/03/2003
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Purpose - Finds the defense value of a specific location or the entire character based on hitLoc
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
UI16 CHandleCombat::calcDef( CChar *mChar, UI08 hitLoc, bool doDamage, WeatherType resistType )
|
|
{
|
|
if( !ValidateObject( mChar ) )
|
|
return 0;
|
|
|
|
SI32 total = mChar->GetResist( resistType );
|
|
|
|
if( !mChar->IsNpc() || cwmWorldState->creatures[mChar->GetID()].IsHuman() ) // Polymorphed Characters and GM's can still wear armor
|
|
{
|
|
CItem *defendItem = nullptr;
|
|
if( hitLoc == 0 )
|
|
{
|
|
for( UI08 getLoc = 1; getLoc < 7; ++getLoc )
|
|
getArmorDef( mChar, total, getLoc, true, resistType );
|
|
total = (total / 100);
|
|
}
|
|
else
|
|
defendItem = getArmorDef( mChar, total, hitLoc, false, resistType );
|
|
|
|
// Deal damage to armor on hit, if enabled
|
|
if( total > 0 && doDamage && ValidateObject( defendItem ) && !mChar->IsNpc() && ( cwmWorldState->ServerData()->CombatArmorDamageChance() >= RandomNum( 1, 100 )))
|
|
{
|
|
SI08 armorDamage = 0; // Based on OSI standards, each successful hit does 0 to 2 damage to armor hit
|
|
UI08 armorDamageMin = 0;
|
|
UI08 armorDamageMax = 0;
|
|
|
|
armorDamageMin = cwmWorldState->ServerData()->CombatArmorDamageMin();
|
|
armorDamageMax = cwmWorldState->ServerData()->CombatArmorDamageMax();
|
|
|
|
armorDamage -= static_cast<std::uint8_t>(RandomNum( static_cast<std::uint16_t>(armorDamageMin), static_cast<std::uint16_t>(armorDamageMax )));
|
|
defendItem->IncHP( armorDamage );
|
|
|
|
if( defendItem->GetHP() <= 0 )
|
|
{
|
|
CSocket *mSock = mChar->GetSocket();
|
|
if( mSock != nullptr )
|
|
{
|
|
std::string name;
|
|
getTileName( (*defendItem), name );
|
|
mSock->sysmessage( 311, name.c_str() );
|
|
}
|
|
defendItem->Delete();
|
|
}
|
|
}
|
|
}
|
|
|
|
//if( total < 2 && hitLoc != 0 )
|
|
// total = 2;
|
|
return (UI16)total;
|
|
}
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Function - void CombatAnimsNew( CChar *i )
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Purpose - Play combat animations for characters (including gargoyles) in clients v7.0.0.0+
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
void CHandleCombat::CombatAnimsNew( CChar *i )
|
|
{
|
|
if( !ValidateObject( i ) )
|
|
return;
|
|
|
|
UI16 animToPlay = N_ACT_ATT; // 0x00
|
|
UI16 subAnimToPlay = S_ACT_WRESTLE; // 0x00
|
|
CItem *j = getWeapon( i );
|
|
|
|
if( i->IsFlying() || i->IsOnHorse() )
|
|
{
|
|
switch( getWeaponType( j ) )
|
|
{
|
|
case BOWS:
|
|
case XBOWS:
|
|
case DEF_SWORDS:
|
|
case SLASH_SWORDS:
|
|
case ONEHND_LG_SWORDS:
|
|
case ONEHND_AXES:
|
|
case DEF_MACES:
|
|
case DEF_FENCING:
|
|
case WRESTLING:
|
|
case BLOWGUNS: subAnimToPlay = S_ACT_2H_SLASH; break; // 0x07
|
|
case DUAL_SWORD:
|
|
case DUAL_FENCING_SLASH:
|
|
case DUAL_FENCING_STAB:
|
|
case TWOHND_FENCING:
|
|
case TWOHND_LG_SWORDS:
|
|
case BARDICHE:
|
|
case TWOHND_AXES:
|
|
case LG_MACES:
|
|
case THROWN:
|
|
default: subAnimToPlay = S_ACT_WRESTLE; break; // 0x00
|
|
}
|
|
}
|
|
else
|
|
{
|
|
switch( getWeaponType( j ) )
|
|
{
|
|
case BOWS: subAnimToPlay = S_ACT_BOW; break; // 0x01
|
|
case XBOWS:
|
|
case BLOWGUNS: subAnimToPlay = S_ACT_XBOW; break; // 0x02
|
|
case THROWN: subAnimToPlay = S_ACT_THROW;break; // 0x09
|
|
case DEF_SWORDS:
|
|
case SLASH_SWORDS:
|
|
case ONEHND_LG_SWORDS:
|
|
subAnimToPlay = ( RandomNum( 0, 2 ) > 1 ? (RandomNum( 0, 3 ) > 2 ? S_ACT_1H_PIERCE : S_ACT_1H_BASH ) : S_ACT_1H_SLASH ); // 0x05, 0x03 and 0x04
|
|
break;
|
|
case ONEHND_AXES:
|
|
case DEF_MACES: subAnimToPlay = ( RandomNum( 0, 3 ) > 2 ? S_ACT_1H_SLASH : S_ACT_1H_BASH ); break; // 0x04 and 0x03
|
|
case DUAL_FENCING_STAB:
|
|
case DEF_FENCING: subAnimToPlay = ( RandomNum( 0, 3 ) > 2 ? S_ACT_1H_SLASH : S_ACT_1H_PIERCE ); break; // 0x04 and 0x05
|
|
case TWOHND_FENCING: subAnimToPlay = S_ACT_2H_PIERCE; break; // 0x08
|
|
case TWOHND_LG_SWORDS:
|
|
case DUAL_SWORD:
|
|
case DUAL_FENCING_SLASH:
|
|
case BARDICHE:
|
|
subAnimToPlay = ( RandomNum( 0, 2 ) > 1 ? (RandomNum( 0, 3 ) > 2 ? S_ACT_2H_PIERCE : S_ACT_2H_BASH ) : S_ACT_2H_SLASH ); // 0x08, 0x06 and 0x07
|
|
break;
|
|
case TWOHND_AXES:
|
|
case LG_MACES: subAnimToPlay = ( RandomNum( 0, 3 ) > 2 ? S_ACT_2H_BASH : S_ACT_2H_SLASH ); break; // 0x06 and 0x07
|
|
case WRESTLING:
|
|
default: subAnimToPlay = S_ACT_WRESTLE; break; // 0x00
|
|
}
|
|
}
|
|
Effects->PlayNewCharacterAnimation( i, animToPlay, subAnimToPlay );
|
|
}
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Function - void CombatOnHorse( CChar *i )
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Purpose - Play combat animations for mounted characters in clients v6.x and below
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
void CHandleCombat::CombatOnHorse( CChar *i )
|
|
{
|
|
if( !ValidateObject( i ) )
|
|
return;
|
|
|
|
UI16 animToPlay = ACT_MOUNT_ATT_1H; // 0x1A;
|
|
CItem *j = getWeapon( i );
|
|
UI08 frameCount = 5;
|
|
|
|
// Normal mounted characters
|
|
switch( getWeaponType( j ) )
|
|
{
|
|
case BOWS: animToPlay = ACT_MOUNT_ATT_BOW; break; // 0x1B
|
|
case XBOWS:
|
|
case BLOWGUNS:
|
|
animToPlay = ACT_MOUNT_ATT_XBOW;
|
|
frameCount = 7;
|
|
break; // 0x1C
|
|
case THROWN:
|
|
case DEF_SWORDS:
|
|
case SLASH_SWORDS:
|
|
case DUAL_SWORD:
|
|
case ONEHND_LG_SWORDS:
|
|
case ONEHND_AXES:
|
|
case DEF_MACES:
|
|
case DUAL_FENCING_SLASH:
|
|
case DUAL_FENCING_STAB:
|
|
case DEF_FENCING: animToPlay = ACT_MOUNT_ATT_1H; break; // 0x1A
|
|
case TWOHND_FENCING:
|
|
case TWOHND_LG_SWORDS:
|
|
case BARDICHE:
|
|
case TWOHND_AXES:
|
|
case LG_MACES: animToPlay = ACT_MOUNT_ATT_2H; break; // 0x1D
|
|
case WRESTLING:
|
|
default: animToPlay = ACT_MOUNT_ATT_1H; break; // 0x1A
|
|
}
|
|
Effects->PlayCharacterAnimation( i, animToPlay, 0, frameCount );
|
|
}
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Function - void CombatOnFoot( CChar *i )
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Purpose - Play combat animations for characters on foot in clients v6.x and below
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
void CHandleCombat::CombatOnFoot( CChar *i )
|
|
{
|
|
if( !ValidateObject( i ) )
|
|
return;
|
|
|
|
UI16 animToPlay = 0x00;
|
|
CItem *j = getWeapon( i );
|
|
switch( getWeaponType( j ) )
|
|
{
|
|
case BOWS: animToPlay = ACT_ATT_BOW; break; // 0x12
|
|
case XBOWS:
|
|
case BLOWGUNS: animToPlay = ACT_ATT_XBOW; break; // 0x13
|
|
case DEF_SWORDS:
|
|
case SLASH_SWORDS:
|
|
case ONEHND_LG_SWORDS:
|
|
case DUAL_SWORD:
|
|
case DUAL_FENCING_SLASH:
|
|
case ONEHND_AXES: animToPlay = (RandomNum( 0, 2 ) < 1 ? ACT_ATT_1H_SLASH : ACT_ATT_1H_PIERCE ); break; // 0x09 and 0x0A
|
|
case DEF_MACES: animToPlay = (RandomNum( 0, 2 ) < 2 ? ACT_ATT_1H_SLASH : ACT_ATT_1H_BASH ); break; // 0x09 and 0x0B
|
|
case LG_MACES:
|
|
case TWOHND_LG_SWORDS:
|
|
case BARDICHE:
|
|
case TWOHND_AXES: animToPlay = (RandomNum( 0, 1 ) ? ACT_ATT_2H_BASH : ACT_ATT_2H_SLASH ); break; // 0x0C and 0x0D
|
|
case DUAL_FENCING_STAB:
|
|
case DEF_FENCING: animToPlay = ACT_ATT_1H_PIERCE; break; // 0x0A
|
|
case TWOHND_FENCING: animToPlay = ACT_ATT_2H_PIERCE; break; // 0x0E
|
|
case WRESTLING:
|
|
default:
|
|
switch( RandomNum( 0, 2 ) )
|
|
{
|
|
case 0: animToPlay = ACT_ATT_1H_BASH; break; // 0x0B
|
|
case 1: animToPlay = ACT_ATT_1H_SLASH; break; // 0x09
|
|
default: animToPlay = ACT_ATT_WRESTLE; break; // 0x1F
|
|
}
|
|
break;
|
|
}
|
|
Effects->PlayCharacterAnimation( i, animToPlay, 0, 7 );
|
|
}
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Function - void PlaySwingAnimations( CChar *mChar )
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Purpose - Plays the attack/swing-animation for specified character
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
void CHandleCombat::PlaySwingAnimations( CChar *mChar )
|
|
{
|
|
UI16 charID = mChar->GetID();
|
|
if( !cwmWorldState->creatures[charID].IsHuman() )
|
|
{
|
|
UI08 aa = 0;
|
|
if( cwmWorldState->creatures[charID].AntiBlink() )
|
|
aa = RandomNum( 5, 6 ); // some creatures dont have animation #4, or it's not an attack
|
|
else
|
|
aa = RandomNum( 4, 6 );
|
|
if( charID == 5 ) // eagles need special treatment
|
|
{
|
|
switch( RandomNum( 0, 2 ) )
|
|
{
|
|
case 0: aa = 0x1; break;
|
|
case 1: aa = 0x14; break;
|
|
case 2: aa = 0x4; break;
|
|
}
|
|
}
|
|
Effects->PlayCharacterAnimation( mChar, aa, 0, 4 ); // Creature attack anims are only 4 frames long
|
|
if( RandomNum( 0, 4 ) )
|
|
{
|
|
UI16 toPlay = cwmWorldState->creatures[charID].GetSound( SND_ATTACK );
|
|
if( toPlay != 0x00 )
|
|
Effects->PlaySound( mChar, toPlay );
|
|
}
|
|
}
|
|
else if( mChar->GetBodyType() == BT_GARGOYLE
|
|
|| ( cwmWorldState->ServerData()->ForceNewAnimationPacket() && ( mChar->GetSocket() == nullptr || mChar->GetSocket()->ClientType() >= CV_SA2D ))) //mChar->GetSocket()->ClientVerShort() >= CVS_7000 )))
|
|
CombatAnimsNew( mChar );
|
|
else if( mChar->IsOnHorse() )
|
|
CombatOnHorse( mChar );
|
|
else
|
|
CombatOnFoot( mChar );
|
|
}
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Function - void PlayMissedSoundEffect( CChar *p )
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Purpose - Do the "Missed" Sound Effect
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
void CHandleCombat::PlayMissedSoundEffect( CChar *p )
|
|
{
|
|
CItem *weapon = getWeapon( p );
|
|
|
|
if( !ValidateObject( p ) )
|
|
return;
|
|
|
|
switch( getWeaponType( weapon ) )
|
|
{
|
|
case BOWS:
|
|
case XBOWS: Effects->PlaySound( p, RandomNum( 0x04c8, 0x04c9 )); break;
|
|
case BLOWGUNS: Effects->PlaySound( p, 0x052F ); break;
|
|
default:
|
|
switch( RandomNum( 0, 2 ) )
|
|
{
|
|
case 0:
|
|
Effects->PlaySound( p, 0x0238 );
|
|
break;
|
|
case 1:
|
|
Effects->PlaySound( p, 0x0239 );
|
|
break;
|
|
default:
|
|
Effects->PlaySound( p, 0x023A );
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Function - void PlayHitSoundEffect( CChar *p, CItem *weapon )
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Purpose - Do the "Hit" Sound Effect
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
void CHandleCombat::PlayHitSoundEffect( CChar *p, CItem *weapon )
|
|
{
|
|
if( !ValidateObject( p ) || !ValidateObject( weapon ) )
|
|
return;
|
|
|
|
switch( getWeaponType( weapon ) )
|
|
{
|
|
case ONEHND_AXES:
|
|
case TWOHND_AXES:
|
|
case DEF_MACES:
|
|
case LG_MACES:
|
|
Effects->PlaySound( p, RandomNum( 0x0232, 0x0233 )); // Whoosh Weapons
|
|
break;
|
|
case DEF_SWORDS:
|
|
case DEF_FENCING:
|
|
case TWOHND_FENCING:
|
|
case DUAL_FENCING_STAB:
|
|
Effects->PlaySound( p, RandomNum( 0x023B, 0x023C )); // Stabbing Weapons
|
|
break;
|
|
case BARDICHE:
|
|
Effects->PlaySound( p, RandomNum( 0x0236, 0x0237 )); // Bardiche
|
|
break;
|
|
case SLASH_SWORDS:
|
|
case DUAL_SWORD:
|
|
case DUAL_FENCING_SLASH:
|
|
case ONEHND_LG_SWORDS:
|
|
Effects->PlaySound( p, RandomNum( 0x023B, 0x023C )); // Slashing Weapons
|
|
break;
|
|
case TWOHND_LG_SWORDS:
|
|
Effects->PlaySound( p, RandomNum( 0x0236, 0x0237 )); // Large Swords
|
|
break;
|
|
case BOWS:
|
|
case XBOWS:
|
|
Effects->PlaySound( p, 0x0234 ); // Bows
|
|
break;
|
|
case BLOWGUNS:
|
|
Effects->PlaySound( p, RandomNum( 0x0223, 0x0224 )); //Darts
|
|
break;
|
|
case WRESTLING:
|
|
default:
|
|
switch( RandomNum( 0, 3 ) ) // Wrestling
|
|
{
|
|
case 0: Effects->PlaySound( p, 0x0135 ); break;
|
|
case 1: Effects->PlaySound( p, 0x0137 ); break;
|
|
case 2: Effects->PlaySound( p, 0x013D ); break;
|
|
default: Effects->PlaySound( p, 0x013B ); break;
|
|
}
|
|
}
|
|
}
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Function - SI16 AdjustRaceDamage( CChar *attack, CChar *defend, CItem *weapon, SI16 bDamage, UI08 hitLoc, UI08 getFightSkill )
|
|
//| Date - 3rd July, 2001
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Purpose - Adjusts the damage dealt to defend by weapon based on
|
|
//| race and weather weaknesses
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
SI16 CHandleCombat::AdjustRaceDamage( CChar *attack, CChar *defend, CItem *weapon, SI16 bDamage, UI08 hitLoc, UI08 getFightSkill )
|
|
{
|
|
SI16 amount = 0;
|
|
|
|
if( !ValidateObject( defend ) || !ValidateObject( weapon ) )
|
|
return bDamage;
|
|
|
|
if( weapon->GetRace() == defend->GetRace() )
|
|
amount = bDamage;
|
|
CRace *rPtr = Races->Race( defend->GetRace() );
|
|
if( rPtr != nullptr )
|
|
{
|
|
for( SI32 i = LIGHT; i < WEATHNUM; ++i )
|
|
{
|
|
if( weapon->GetWeatherDamage( (WeatherType)i ) && rPtr->AffectedBy( (WeatherType)i ) )
|
|
{
|
|
amount += ApplyDefenseModifiers( (WeatherType)i, attack, defend, getFightSkill, hitLoc, bDamage, false );
|
|
}
|
|
}
|
|
}
|
|
return (bDamage + amount);
|
|
}
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Function - SI16 AdjustArmorClassDamage( CChar *attack, CChar *defend, CItem *weapon, SI16 bDamage, UI08 hitLoc )
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Purpose - Adjusts the damage dealt to defender based on potential armour class weakness
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
SI16 CHandleCombat::AdjustArmorClassDamage( CChar *attacker, CChar *defender, CItem *attackerWeapon, SI16 baseDamage, UI08 hitLoc )
|
|
{
|
|
SI32 bonusDamage = 0;
|
|
|
|
if( !ValidateObject( defender ) || !ValidateObject( attackerWeapon ) )
|
|
return baseDamage;
|
|
|
|
CItem *defenderItem = NULL;
|
|
if( hitLoc != 0 )
|
|
{
|
|
// If hit location system is enabled, check armor class of item at specified hit location
|
|
defenderItem = getArmorDef( attacker, bonusDamage, hitLoc, false, PHYSICAL );
|
|
|
|
if( ValidateObject( defenderItem ) && attackerWeapon->GetArmourClass() == defenderItem->GetArmourClass() )
|
|
{
|
|
// Add bonus damage equal to half of the armor's physical resist/armor rating
|
|
bonusDamage = bonusDamage / 2;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Hit location system not enabled. Rely on average AC/physical resist instead
|
|
SI32 bonusPotential = 0;
|
|
for( UI08 getLoc = 1; getLoc < 7; ++getLoc )
|
|
{
|
|
defenderItem = getArmorDef( attacker, bonusPotential, getLoc, false, PHYSICAL );
|
|
|
|
if( ValidateObject( defenderItem ) && attackerWeapon->GetArmourClass() == defenderItem->GetArmourClass() )
|
|
{
|
|
bonusDamage += bonusPotential;
|
|
}
|
|
}
|
|
|
|
bonusDamage /= 7; // get averaage of all 7 armor locations
|
|
bonusDamage /= 2; // then split damage in half.
|
|
}
|
|
|
|
return (baseDamage + static_cast<SI16>(bonusDamage));
|
|
}
|
|
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Function - void DoHitMessage( CChar *mChar, CChar *ourTarg, SI08 hitLoc, SI16 damage )
|
|
//| Date - 3rd July, 2001
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Purpose - Prints out the hit message, if enabled
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
void CHandleCombat::DoHitMessage( CChar *mChar, CChar *ourTarg, SI08 hitLoc, SI16 damage )
|
|
{
|
|
if( !ValidateObject( ourTarg ) || !ValidateObject( mChar ) || ourTarg->IsNpc() )
|
|
return;
|
|
|
|
CSocket *targSock = ourTarg->GetSocket();
|
|
|
|
if( cwmWorldState->ServerData()->CombatDisplayHitMessage() && targSock != nullptr )
|
|
{
|
|
std::string attackerName = getNpcDictName( mChar, targSock );
|
|
|
|
UI08 randHit = RandomNum( 0, 2 );
|
|
switch( hitLoc )
|
|
{
|
|
case 1: // Body
|
|
switch ( randHit )
|
|
{
|
|
case 1:
|
|
if( damage < 10 )
|
|
targSock->sysmessage( 284, attackerName.c_str() ); // %s hits you in your Chest!
|
|
else
|
|
targSock->sysmessage( 285, attackerName.c_str() ); // %s lands a terrible blow to your Chest!
|
|
break;
|
|
case 2:
|
|
if( damage < 10 )
|
|
targSock->sysmessage( 286, attackerName.c_str() ); // %s lands a blow to your Stomach!
|
|
else
|
|
targSock->sysmessage( 287, attackerName.c_str() ); // %s knocks the wind out of you!
|
|
break;
|
|
default:
|
|
if( damage < 10 )
|
|
targSock->sysmessage( 288, attackerName.c_str() ); // %s hits you in your Ribs!
|
|
else
|
|
targSock->sysmessage( 289, attackerName.c_str() ); // %s broke your Rib!
|
|
break;
|
|
}
|
|
break;
|
|
case 2: // Arms
|
|
switch( randHit )
|
|
{
|
|
case 1: targSock->sysmessage( 290, attackerName.c_str() ); break; // %s hits you in your Left Arm!
|
|
case 2: targSock->sysmessage( 291, attackerName.c_str() ); break; // %s hits you in your Right Arm!
|
|
default: targSock->sysmessage( 292, attackerName.c_str() ); break; // %s hits you in your Right Arm!
|
|
}
|
|
break;
|
|
case 3: // Head
|
|
switch( randHit )
|
|
{
|
|
case 1:
|
|
if( damage < 10 )
|
|
targSock->sysmessage( 293, attackerName.c_str() ); // %s hits you you straight in the Face!
|
|
else
|
|
targSock->sysmessage( 294, attackerName.c_str() ); // %s lands a stunning blow to your Head!
|
|
break;
|
|
case 2:
|
|
if( damage < 10 )
|
|
targSock->sysmessage( 295, attackerName.c_str() ); // %s hits you to your Head!
|
|
else
|
|
targSock->sysmessage( 296, attackerName.c_str() ); // %s smashed a blow across your Face!
|
|
break;
|
|
default:
|
|
if( damage < 10 )
|
|
targSock->sysmessage( 297, attackerName.c_str() ); // %s hits you you square in the Jaw!
|
|
else
|
|
targSock->sysmessage( 298, attackerName.c_str() ); // %s lands a terrible hit to your Temple!
|
|
break;
|
|
}
|
|
break;
|
|
case 4: // Legs
|
|
switch( randHit )
|
|
{
|
|
case 1: targSock->sysmessage( 299, attackerName.c_str() ); break; // %s hits you in the Left Thigh!
|
|
case 2: targSock->sysmessage( 300, attackerName.c_str() ); break; // %s hits you in the Right Thigh!
|
|
default: targSock->sysmessage( 301, attackerName.c_str() ); break; // %s hits you in the Groin!
|
|
}
|
|
break;
|
|
case 5: // Neck
|
|
targSock->sysmessage( 302, attackerName.c_str() ); // %s hits you to your Throat!
|
|
break;
|
|
case 6: // Hands
|
|
switch( randHit )
|
|
{
|
|
case 1: targSock->sysmessage( 303, attackerName.c_str() ); break; // %s hits you in the Left Hand!
|
|
case 2: targSock->sysmessage( 304, attackerName.c_str() ); break; // s hits you in the Right Hand!
|
|
default: targSock->sysmessage( 305, attackerName.c_str() ); break; // %s hits you in the Right Hand!
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Function - SI08 CalculateHitLoc( void )
|
|
//| Date - 3rd July, 2001
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Purpose - calculates where on the body the person was hit and returns that
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
SI08 CHandleCombat::CalculateHitLoc( void )
|
|
{
|
|
SI08 hitLoc = RandomNum( 0, 99 ); // Determine area of Body Hit
|
|
for( UI08 t = BODYPERCENT; t < TOTALTARGETSPOTS; ++t )
|
|
{
|
|
hitLoc -= LOCPERCENTAGES[t];
|
|
if( hitLoc < 0 )
|
|
{
|
|
hitLoc = t + 1;
|
|
break;
|
|
}
|
|
}
|
|
return hitLoc;
|
|
}
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Function - SI16 ApplyDamageBonuses( WeatherType damageType, CChar *mChar, CChar *ourTarg, UI08 getFightSkill, UI08 hitLoc, SI16 baseDamage )
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Purpose - Applies damage bonuses based on race/weather weakness and character skills
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
SI16 CHandleCombat::ApplyDamageBonuses( WeatherType damageType, CChar *mChar, CChar *ourTarg, UI08 getFightSkill, UI08 hitLoc, SI16 baseDamage )
|
|
{
|
|
if( !ValidateObject( ourTarg ) || !ValidateObject( mChar ) )
|
|
return baseDamage;
|
|
|
|
R32 multiplier = 1;
|
|
R32 damage = 0;
|
|
SI32 RaceDamage = 0;
|
|
CItem *mWeapon = getWeapon( mChar );
|
|
CRace *rPtr = Races->Race( ourTarg->GetRace() );
|
|
|
|
switch( damageType )
|
|
{
|
|
case NONE:
|
|
damage = (R32)baseDamage;
|
|
break;
|
|
case PHYSICAL:
|
|
// Race Dmg Modification: Bonus percentage.
|
|
RaceDamage = Races->DamageFromSkill( getFightSkill, mChar->GetRace() );
|
|
if( RaceDamage != 0 )
|
|
baseDamage += (SI16)( (R32)baseDamage * ( (R32)RaceDamage / 1000 ) );
|
|
|
|
// Adjust race and weather weakness
|
|
baseDamage = AdjustRaceDamage( mChar, ourTarg, mWeapon, baseDamage, hitLoc, getFightSkill );
|
|
|
|
// Adjust for armour class weakness
|
|
if( cwmWorldState->ServerData()->CombatArmorClassDamageBonus() )
|
|
baseDamage = AdjustArmorClassDamage( mChar, ourTarg, mWeapon, baseDamage, hitLoc );
|
|
|
|
// Strength Damage Bonus, +20% Damage
|
|
if( mChar->GetStrength() >= 100 )
|
|
multiplier = static_cast<R32>( mChar->GetStrength() * 0.3) + 5;
|
|
else
|
|
multiplier = static_cast<R32>( mChar->GetStrength() * 0.3);
|
|
|
|
// Tactics Damage Bonus, % = ( Tactics + 50 )
|
|
if( mChar->GetSkill( TACTICS ) >= 1000 )
|
|
multiplier += static_cast<R32>((( mChar->GetSkill( TACTICS ) / 10 ) / 1.6 ) + 6.25 );
|
|
else
|
|
multiplier += static_cast<R32>(( mChar->GetSkill( TACTICS ) / 10 ) / 1.6 );
|
|
|
|
// Anatomy Damage Bonus
|
|
if( mChar->GetSkill( ANATOMY ) >= 1000 )
|
|
multiplier += 30; // 30% Damage at GM Skill or above,
|
|
else
|
|
multiplier += static_cast<R32>( ( ( mChar->GetSkill( ANATOMY ) / 10 ) / 5 ) ); // Up to 20% Damage at 99.9 skillpoints or below
|
|
|
|
// Lumberjacking Bonus ( 30% Damage at GM Skill )
|
|
if( mChar->GetSkill( LUMBERJACKING ) >= 1000 )
|
|
multiplier += 30; // 30% Damage at GM Skill or above,
|
|
else
|
|
multiplier += static_cast<R32>( ( ( mChar->GetSkill( LUMBERJACKING ) / 10 ) / 5 ) ); // up to 20% Damage at 99.9 skillpoints or below
|
|
|
|
// Where does defender tactics damage modifier come from? Which era, if any?
|
|
// Defender Tactics Damage Modifier, -20% Damage
|
|
// multiplier = static_cast<R32>(1.0 - ( ( ( ourTarg->GetSkill( TACTICS ) * 20 ) / 1000 ) / 100 ));
|
|
multiplier /= 100;
|
|
damage = baseDamage + static_cast<R32>(baseDamage * multiplier);
|
|
break;
|
|
default:
|
|
damage = static_cast<R32>(baseDamage);
|
|
|
|
// If the attack is magic and the target a NPC but not a human, double the damage
|
|
if( getFightSkill == MAGERY && ourTarg->IsNpc() && !cwmWorldState->creatures[ourTarg->GetID()].IsHuman() )
|
|
damage *= 2;
|
|
break;
|
|
}
|
|
|
|
// If the race is weak to this element double the damage
|
|
if( rPtr != nullptr )
|
|
{
|
|
if( rPtr->AffectedBy( damageType ) )
|
|
damage *= 2;
|
|
}
|
|
return static_cast<SI16>( roundNumber( damage ));
|
|
}
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Function - SI16 ApplyDefenseModifiers( WeatherType damageType, CChar *mChar, CChar *ourTarg, UI08 getFightSkill, UI08 hitLoc, SI16 baseDamage, bool doArmorDamage )
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Purpose - Applies defense modifiers based on shields/parrying, armor values and elemental damage
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
SI16 CHandleCombat::ApplyDefenseModifiers( WeatherType damageType, CChar *mChar, CChar *ourTarg, UI08 getFightSkill, UI08 hitLoc, SI16 baseDamage, bool doArmorDamage )
|
|
{
|
|
if( !ValidateObject( ourTarg ) )
|
|
return baseDamage;
|
|
|
|
UI16 getDef = 0, attSkill = 1000;
|
|
R32 damageModifier = 0;
|
|
R32 damage = (R32)baseDamage;
|
|
|
|
if( ValidateObject( mChar ) )
|
|
attSkill = mChar->GetSkill( getFightSkill );
|
|
|
|
CSocket *targSock = ourTarg->GetSocket();
|
|
CItem *shield = getShield( ourTarg );
|
|
|
|
switch( damageType )
|
|
{
|
|
case NONE: break; // No Armor protection
|
|
case PHYSICAL: // Physical damage
|
|
{
|
|
// Check Shield Defense
|
|
if( ValidateObject( shield ) )
|
|
{
|
|
Skills->CheckSkill( ourTarg, PARRYING, 0, 1000 );
|
|
|
|
// Renaissance Publish (UOR) - https://uo.com/wiki/ultima-online-wiki/technical/previous-publishes/2000-2/2000-publish-05-27th-april/
|
|
// The higher a shield's AR, the lower the chance to block, but the more damage is absorbed upon blocking
|
|
// The lower a shield's AR, the higher the chance to block, but the less damage is absorbed upon blocking
|
|
// parryChance = parrySkill - (shield AR * 2)
|
|
const UI16 defendParry = ourTarg->GetSkill( PARRYING );
|
|
|
|
R32 parryChance = (defendParry / 10 ) - ( shield->GetResist( PHYSICAL ) * 2 ); // or is it 1.33?
|
|
if( RandomNum( 0, 100 ) < parryChance )
|
|
{
|
|
// Play shield parrying FX
|
|
Effects->PlayStaticAnimation( ourTarg, 0x37b9, 10, 16 );
|
|
|
|
auto loShieldDamage = cwmWorldState->ServerData()->CombatParryDamageMin();
|
|
auto hiShieldDamage = cwmWorldState->ServerData()->CombatParryDamageMax();
|
|
SI16 shieldDamage = -(RandomNum( static_cast<SI16>(loShieldDamage), static_cast<SI16>(hiShieldDamage) ));
|
|
|
|
if( cwmWorldState->ServerData()->CombatDisplayHitMessage() )
|
|
{
|
|
if( targSock != nullptr )
|
|
targSock->sysmessage( 1805 ); // You block the attack!
|
|
else if( ValidateObject( mChar ) && mChar->GetSocket() != nullptr )
|
|
mChar->GetSocket()->sysmessage( 2060 ); // Your attack was blocked!
|
|
}
|
|
|
|
// Pre-AoS/Pub15/UOR
|
|
// FORMULA: Melee Damage Absorbed = ( AR of Shield ) / 2 | Archery Damage Absorbed = AR of Shield
|
|
if( getFightSkill == ARCHERY )
|
|
damage -= static_cast<R32>( shield->GetResist( PHYSICAL ) );
|
|
else
|
|
damage -= static_cast<R32>( shield->GetResist( PHYSICAL ) / 2 );
|
|
|
|
// Calculate defense given by armor
|
|
getDef = HalfRandomNum( calcDef( ourTarg, hitLoc, doArmorDamage, PHYSICAL ) );
|
|
|
|
// Apply damage to shield from parrying action?
|
|
if( cwmWorldState->ServerData()->CombatParryDamageChance() >= RandomNum( 0, 100 ) ) // 20% chance by default
|
|
shield->IncHP( shieldDamage );
|
|
|
|
if( shield->GetHP() <= 0 )
|
|
{
|
|
if( targSock != nullptr )
|
|
targSock->sysmessage( 283 ); // Your shield has been destroyed!
|
|
shield->Delete();
|
|
}
|
|
}
|
|
}
|
|
|
|
// No shield, no weapon parry, no wrestling parry - armor needs to take the brunt of damage!
|
|
if( damage > 0 && getDef == 0 )
|
|
{
|
|
getDef = HalfRandomNum( calcDef( ourTarg, hitLoc, doArmorDamage, PHYSICAL ) );
|
|
}
|
|
break;
|
|
}
|
|
case POISON: // POISON Damage
|
|
damageModifier = ( calcDef( ourTarg, hitLoc, doArmorDamage, damageType ) / 100 );
|
|
damage = (SI16)roundNumber( ((R32)baseDamage - ( (R32)baseDamage * damageModifier )) );
|
|
break;
|
|
default: // Elemental damage
|
|
getDef = HalfRandomNum( calcDef( ourTarg, hitLoc, doArmorDamage, damageType ) );
|
|
break;
|
|
}
|
|
|
|
if( getDef > 0 )
|
|
damage -= (R32)( ( (R32)getDef * (R32)attSkill ) / 750 );
|
|
|
|
return (SI16)roundNumber( damage );
|
|
}
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Function - SI16 calcDamage( CChar *mChar, CChar *ourTarg, UI08 getFightSkill, UI08 hitLoc )
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Purpose - Calculate damage based on hit location, damage bonuses, defense modifiers
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
SI16 CHandleCombat::calcDamage( CChar *mChar, CChar *ourTarg, UI08 getFightSkill, UI08 hitLoc )
|
|
{
|
|
SI16 damage = -1;
|
|
|
|
std::vector<UI16> scriptTriggers = mChar->GetScriptTriggers();
|
|
for( auto scriptTrig : scriptTriggers )
|
|
{
|
|
cScript *toExecute = JSMapping->GetScript( scriptTrig );
|
|
if( toExecute != nullptr )
|
|
{
|
|
// -1 == event doesn't exist, default to hard code
|
|
// Other value = calculated damage from script
|
|
damage = toExecute->OnCombatDamageCalc( mChar, ourTarg, getFightSkill, hitLoc );
|
|
}
|
|
}
|
|
|
|
if( damage >= 0 )
|
|
return damage;
|
|
else
|
|
damage = 0;
|
|
|
|
const SI16 baseDamage = calcAtt( mChar, true );
|
|
|
|
if( baseDamage == -1 ) // No damage if weapon breaks
|
|
return 0;
|
|
|
|
damage = ApplyDamageBonuses( PHYSICAL, mChar, ourTarg, getFightSkill, hitLoc, baseDamage );
|
|
|
|
if( damage < 1 )
|
|
return 0;
|
|
|
|
damage = ApplyDefenseModifiers( PHYSICAL, mChar, ourTarg, getFightSkill, hitLoc, damage, true );
|
|
|
|
if( damage <= 0 )
|
|
damage = RandomNum( 0, 4 );
|
|
|
|
// Half remaining damage by 2 if PUB15 or earlier
|
|
damage /= 2;
|
|
|
|
if( !ourTarg->IsNpc() )
|
|
damage /= cwmWorldState->ServerData()->CombatNPCDamageRate(); // Rate damage against other players
|
|
|
|
return damage;
|
|
}
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Function - bool HandleCombat( CSocket *mSock, CChar& mChar, CChar *ourTarg )
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Purpose - Handles combat related stuff during combat loop
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
bool CHandleCombat::HandleCombat( CSocket *mSock, CChar& mChar, CChar *ourTarg )
|
|
{
|
|
const UI16 ourDist = getDist( &mChar, ourTarg );
|
|
//Attacker Skill values
|
|
CItem *mWeapon = getWeapon( &mChar );
|
|
const UI08 getFightSkill = getCombatSkill( mWeapon );
|
|
const UI16 attackSkill = std::min( 1000, (SI32)mChar.GetSkill( getFightSkill ) );
|
|
|
|
//Defender Skill values
|
|
CItem *defWeapon = getWeapon( ourTarg );
|
|
const UI08 getTargetSkill = getCombatSkill( defWeapon );
|
|
const UI16 defendSkill = std::min( 1000, (SI32)ourTarg->GetSkill( getTargetSkill ) );
|
|
|
|
bool checkDist = (ourDist <= 1 && abs( mChar.GetZ() - ourTarg->GetZ() ) <= 15 );
|
|
|
|
// Trigger onSwing for scripts attached to attacker
|
|
std::vector<UI16> scriptTriggers = mChar.GetScriptTriggers();
|
|
for( auto scriptTrig : scriptTriggers )
|
|
{
|
|
cScript *toExecute = JSMapping->GetScript( scriptTrig );
|
|
if( toExecute != nullptr )
|
|
{
|
|
if( toExecute->OnSwing( mWeapon, &mChar, ourTarg ) == 0 )
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Trigger onSwing for scripts attached to attacker's weapon
|
|
if( mWeapon )
|
|
{
|
|
std::vector<UI16> weaponScriptTriggers = mWeapon->GetScriptTriggers();
|
|
for( auto scriptTrig : weaponScriptTriggers )
|
|
{
|
|
cScript *toExecute = JSMapping->GetScript( scriptTrig );
|
|
if( toExecute != nullptr )
|
|
{
|
|
if( toExecute->OnSwing( mWeapon, &mChar, ourTarg ) == 0 )
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if( !checkDist && getFightSkill == ARCHERY )
|
|
checkDist = LineOfSight( mSock, &mChar, ourTarg->GetX(), ourTarg->GetY(), ( ourTarg->GetZ() + 15 ), WALLS_CHIMNEYS + DOORS + FLOORS_FLAT_ROOFING, false );
|
|
|
|
if( checkDist )
|
|
{
|
|
CPFightOccurring tSend( mChar, (*ourTarg) );
|
|
for (auto &tSock : FindNearbyPlayers( &mChar ) ) {
|
|
if (tSock) {
|
|
tSock->Send(&tSend);
|
|
}
|
|
}
|
|
|
|
if( mChar.IsNpc() )
|
|
{
|
|
if( mChar.GetNpcWander() != WT_FLEE )
|
|
{
|
|
UI08 charDir = Movement->Direction( &mChar, ourTarg->GetX(), ourTarg->GetY() );
|
|
if( mChar.GetDir() != charDir && charDir < 8 )
|
|
mChar.SetDir( charDir );
|
|
}
|
|
}
|
|
|
|
if( getFightSkill == ARCHERY && mWeapon != nullptr )
|
|
{
|
|
// If amount of time since character last moved is less than the minimum delay for shooting after coming to a halt, return
|
|
if(( cwmWorldState->GetUICurrentTime() - mChar.LastMoveTime() ) < static_cast<UI32>( cwmWorldState->ServerData()->CombatArcheryShootDelay() * 1000 ))
|
|
return false;
|
|
|
|
UI16 ammoID = mWeapon->GetAmmoID();
|
|
UI16 ammoHue = mWeapon->GetAmmoHue();
|
|
UI16 ammoFX = mWeapon->GetAmmoFX();
|
|
UI16 ammoFXHue = mWeapon->GetAmmoFXHue();
|
|
UI16 ammoFXRender = mWeapon->GetAmmoFXRender();
|
|
|
|
if( mChar.IsNpc() || ( ammoID != 0 && DeleteItemAmount( &mChar, 1, ammoID, ammoHue ) == 1 ))
|
|
{
|
|
PlaySwingAnimations( &mChar );
|
|
Effects->PlayMovingAnimation( mChar.GetX(), mChar.GetY(), mChar.GetZ() + 5, ourTarg->GetX(), ourTarg->GetY(), ourTarg->GetZ(), ammoFX, 0x08, 0x00, 0x00, static_cast<UI32>( ammoFXHue ), static_cast<UI32>( ammoFXRender ));
|
|
}
|
|
else
|
|
{
|
|
if( mSock != nullptr )
|
|
mSock->sysmessage( 309 );
|
|
return false;
|
|
}
|
|
}
|
|
else
|
|
PlaySwingAnimations( &mChar );
|
|
|
|
SI16 staminaToLose = cwmWorldState->ServerData()->CombatAttackStamina();
|
|
if( staminaToLose && ( !mChar.IsGM() && !mChar.IsCounselor() ) )
|
|
mChar.IncStamina( staminaToLose );
|
|
|
|
const UI16 getDefTactics = ourTarg->GetSkill( TACTICS );
|
|
bool skillPassed = false;
|
|
|
|
// Do a skill check so the fight skill is increased
|
|
Skills->CheckSkill( &mChar, getFightSkill, 0, std::min( 1000, (SI32)((getDefTactics * 1.25) + 100) ) );
|
|
|
|
R32 hitChance = ( ( ( (R32)attackSkill + 500.0 ) / ( ( (R32)defendSkill + 500.0 ) * 2.0) ) * 100.0 );
|
|
if( hitChance < 0 )
|
|
hitChance = 0;
|
|
else if( hitChance > 100 )
|
|
hitChance = 100;
|
|
|
|
// Bonus to hit chance for archery skill since Pub 5/UOR
|
|
if( getFightSkill == ARCHERY )
|
|
{
|
|
hitChance += cwmWorldState->ServerData()->CombatArcheryHitBonus();
|
|
}
|
|
|
|
skillPassed = ( RandomNum( 0, 100 ) <= hitChance );
|
|
|
|
if( !skillPassed )
|
|
{
|
|
// It's a miss!
|
|
if( getFightSkill == ARCHERY && mWeapon->GetAmmoID() != 0 && !RandomNum( 0, 2 ) )
|
|
{
|
|
UI16 ammoID = mWeapon->GetAmmoID();
|
|
UI16 ammoHue = mWeapon->GetAmmoHue();
|
|
Items->CreateItem( nullptr, ourTarg, ammoID, 1, ammoHue, OT_ITEM, false );
|
|
}
|
|
|
|
PlayMissedSoundEffect( &mChar );
|
|
}
|
|
else
|
|
{
|
|
// It's a hit!
|
|
CSocket *targSock = ourTarg->GetSocket();
|
|
|
|
Skills->CheckSkill( &mChar, TACTICS, 0, 1000 );
|
|
Skills->CheckSkill( ourTarg, TACTICS, 0, 1000 );
|
|
|
|
switch( ourTarg->GetID() )
|
|
{
|
|
case 0x025E: // elf/human/garg female
|
|
case 0x0191:
|
|
case 0x029B: Effects->PlaySound( ourTarg, RandomNum( 0x014B, 0x014F )); break;
|
|
case 0x025D: // elf/human/garg male
|
|
case 0x0190:
|
|
case 0x029A: Effects->PlaySound( ourTarg, RandomNum( 0x0155, 0x0158 )); break;
|
|
default:
|
|
{
|
|
UI16 toPlay = cwmWorldState->creatures[ourTarg->GetID()].GetSound( SND_DEFEND );
|
|
if( toPlay != 0x00 )
|
|
Effects->PlaySound( ourTarg, toPlay );
|
|
break;
|
|
}
|
|
}
|
|
|
|
UI08 poisonStrength = mChar.GetPoisonStrength();
|
|
if( poisonStrength && ourTarg->GetPoisoned() < poisonStrength )
|
|
{
|
|
if( (( getFightSkill == FENCING || getFightSkill == SWORDSMANSHIP ) && !RandomNum( 0, 2 )) || mChar.IsNpc() )
|
|
{
|
|
// Apply poison on target
|
|
ourTarg->SetPoisoned( poisonStrength );
|
|
|
|
// Set time until next time poison "ticks"
|
|
ourTarg->SetTimer( tCHAR_POISONTIME, BuildTimeValue(static_cast<R32>(getPoisonTickTime( poisonStrength ))));
|
|
|
|
// Set time until poison wears off completely
|
|
ourTarg->SetTimer( tCHAR_POISONWEAROFF, ourTarg->GetTimer( tCHAR_POISONTIME ) + ( 1000 * getPoisonDuration( poisonStrength ))); //wear off starts after poison takes effect
|
|
|
|
|
|
if( targSock != nullptr )
|
|
targSock->sysmessage( 282 );
|
|
}
|
|
}
|
|
|
|
// Calculate damage
|
|
const UI08 hitLoc = CalculateHitLoc();
|
|
UI16 ourDamage = calcDamage( &mChar, ourTarg, getFightSkill, hitLoc );
|
|
if( ourDamage > 0 )
|
|
{
|
|
// Show hit messages, if enabled
|
|
DoHitMessage( &mChar, ourTarg, hitLoc, ourDamage );
|
|
|
|
// Interrupt Spellcasting
|
|
if( !ourTarg->IsNpc() && targSock != nullptr )
|
|
{
|
|
if( ourTarg->IsCasting() && targSock->CurrentSpellType() == 0 )
|
|
{
|
|
ourTarg->StopSpell();
|
|
ourTarg->SetFrozen( false );
|
|
targSock->sysmessage( 306 );
|
|
}
|
|
}
|
|
// Reactive Armor
|
|
if( ourTarg->GetReactiveArmour() )
|
|
{
|
|
SI32 retDamage = (SI32)( ourDamage * ( ourTarg->GetSkill( MAGERY ) / 2000.0 ) );
|
|
if( ourTarg->Damage( ourDamage - retDamage, PHYSICAL, &mChar ) )
|
|
{
|
|
if( ourTarg->IsNpc() )
|
|
retDamage *= cwmWorldState->ServerData()->CombatNPCDamageRate();
|
|
mChar.Damage( retDamage, PHYSICAL, &mChar );
|
|
Effects->PlayStaticAnimation( ourTarg, 0x374A, 0, 15 );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
[[maybe_unused]] bool retVal = ourTarg->Damage( ourDamage, PHYSICAL, &mChar, true );
|
|
}
|
|
}
|
|
if( cwmWorldState->creatures[mChar.GetID()].IsHuman() )
|
|
PlayHitSoundEffect( &mChar, mWeapon );
|
|
|
|
for( auto scriptTrig : scriptTriggers )
|
|
{
|
|
cScript *toExecute = JSMapping->GetScript( scriptTrig );
|
|
if( toExecute != nullptr )
|
|
{
|
|
toExecute->OnAttack( &mChar, ourTarg );
|
|
}
|
|
}
|
|
|
|
std::vector<UI16> defScriptTriggers = ourTarg->GetScriptTriggers();
|
|
for( auto scriptTrig : defScriptTriggers )
|
|
{
|
|
cScript *toExecute = JSMapping->GetScript( scriptTrig );
|
|
if( toExecute != nullptr )
|
|
{
|
|
toExecute->OnDefense( &mChar, ourTarg );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Function - inline void QuickSwitch( CChar *mChar, CChar *ourTarg, SI08 spellNum )
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Purpose - Allows beneficial spells to be cast on self during combat
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
inline void QuickSwitch( CChar *mChar, CChar *ourTarg, SI08 spellNum )
|
|
{
|
|
if( !ValidateObject( mChar ) || !ValidateObject( ourTarg ) || mChar == ourTarg )
|
|
return;
|
|
|
|
mChar->SetSpellCast( spellNum );
|
|
mChar->SetTarg( mChar );
|
|
Magic->CastSpell( nullptr, mChar );
|
|
mChar->StopSpell();
|
|
mChar->SetTarg( ourTarg );
|
|
}
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Function - bool CastSpell( CChar *mChar, CChar *ourTarg, SI08 spellNum )
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Purpose - Handles spellcasting during combat
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
bool CHandleCombat::CastSpell( CChar *mChar, CChar *ourTarg, SI08 spellNum )
|
|
{
|
|
if( !ValidateObject( mChar ) || !ValidateObject( ourTarg ) || mChar == ourTarg )
|
|
return false;
|
|
|
|
if( mChar->GetMana() <= Magic->spells[spellNum].Mana() )
|
|
return false;
|
|
switch( spellNum )
|
|
{
|
|
case 7:
|
|
if( !mChar->GetReactiveArmour() )
|
|
mChar->SetSpellCast( spellNum );
|
|
else
|
|
return false;
|
|
break;
|
|
case 11:
|
|
if( mChar->GetPoisoned() > 0 )
|
|
QuickSwitch( mChar, ourTarg, spellNum );
|
|
else
|
|
return false;
|
|
break;
|
|
case 29:
|
|
if( mChar->GetMaxHP() > mChar->GetHP() )
|
|
QuickSwitch( mChar, ourTarg, spellNum );
|
|
else
|
|
return false;
|
|
break;
|
|
case 36:
|
|
if( !mChar->IsTempReflected() && !mChar->IsPermReflected() )
|
|
mChar->SetSpellCast( spellNum );
|
|
else
|
|
return false;
|
|
break;
|
|
case 1:
|
|
case 3:
|
|
case 4:
|
|
case 5:
|
|
case 12:
|
|
case 18:
|
|
case 20:
|
|
case 27:
|
|
case 30:
|
|
case 31:
|
|
case 33:
|
|
case 37:
|
|
case 38:
|
|
case 41:
|
|
case 42:
|
|
case 43:
|
|
case 46:
|
|
case 49:
|
|
case 51:
|
|
case 53:
|
|
case 55:
|
|
case 57:
|
|
case 58:
|
|
mChar->SetSpellCast( spellNum );
|
|
break;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Function - void HandleNPCSpellAttack( CChar *npcAttack, CChar *cDefend, UI16 playerDistance )
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Purpose - Handles the casting of spells by NPCs during combat
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
void CHandleCombat::HandleNPCSpellAttack( CChar *npcAttack, CChar *cDefend, UI16 playerDistance )
|
|
{
|
|
if( !npcAttack->GetCanAttack() || npcAttack->IsEvading() )
|
|
return;
|
|
|
|
if( npcAttack->GetTimer( tNPC_SPATIMER ) <= cwmWorldState->GetUICurrentTime() )
|
|
{
|
|
if( playerDistance < cwmWorldState->ServerData()->CombatMaxSpellRange() )
|
|
{
|
|
SI16 spattacks = npcAttack->GetSpAttack();
|
|
if( spattacks <= 0 )
|
|
return;
|
|
if( spattacks > 8 )
|
|
spattacks = 8;
|
|
|
|
npcAttack->StopSpell();
|
|
|
|
UI16 offensiveWeight = 0;
|
|
|
|
// Establish a simple baseline for letting NPC determine whether to cast offensive or defensive spells
|
|
// The higher the NPC's current health percentage, the more likely they will be to cast offensive spells
|
|
// The lower their health percentage, the more likely they will be to cast defensive spells
|
|
offensiveWeight = static_cast<UI16>(std::round(( npcAttack->GetHP() * 100 ) / npcAttack->GetMaxHP() ));
|
|
|
|
UI16 rndNum = RandomNum( 1, 100 );
|
|
|
|
// Cut weighting towards offensive spells in half if NPC is poisoned; we want him to cast cures!
|
|
if( npcAttack->GetPoisoned() > 0 )
|
|
offensiveWeight /= 2;
|
|
|
|
if( offensiveWeight > rndNum )
|
|
{
|
|
// Cast offensive spells
|
|
switch(( RandomNum( static_cast<SI16>(0), spattacks ) + 1 ))
|
|
{
|
|
case 1: // Spell Circle 1 - Offensive Spells
|
|
switch( RandomNum( 1, 4 ) )
|
|
{
|
|
case 1: CastSpell( npcAttack, cDefend, 1 ); break; // Clumsy
|
|
case 2: CastSpell( npcAttack, cDefend, 3 ); break; // Feeble Mind
|
|
case 3: CastSpell( npcAttack, cDefend, 5 ); break; // Magic Arrow
|
|
case 4: CastSpell( npcAttack, cDefend, 8 ); break; // weaken
|
|
}
|
|
break;
|
|
case 2:
|
|
CastSpell( npcAttack, cDefend, 12 ); // Harm
|
|
break;
|
|
case 3:
|
|
CastSpell( npcAttack, cDefend, 18 ); // Fireball
|
|
break;
|
|
case 4:
|
|
CastSpell( npcAttack, cDefend, 30 ); // Lightning
|
|
break;
|
|
case 5:
|
|
switch( RandomNum( 1, 2 ) )
|
|
{
|
|
case 1: CastSpell( npcAttack, cDefend, 37 ); break; // Mind Blast
|
|
case 2: CastSpell( npcAttack, cDefend, 38 ); break; // Paralyze
|
|
//case 3: CastSpell( npcAttack, cDefend, 33 ); break; // Blade Spirits
|
|
}
|
|
break;
|
|
case 6:
|
|
if( cDefend->IsNpc() )
|
|
{
|
|
if( cDefend->GetTimer( tNPC_SUMMONTIME ) > 0 && cDefend->IsDispellable() && cDefend->GetNPCAiType() != AI_GUARD )
|
|
{
|
|
if( npcAttack->GetSkill( MAGERY ) > RandomNum( 1, 1000 ) )
|
|
{
|
|
CastSpell( npcAttack, cDefend, 41 );
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
switch( RandomNum( 1, 2 ) )
|
|
{
|
|
case 1: CastSpell( npcAttack, cDefend, 42 ); break; // Energy Bolt
|
|
case 2: CastSpell( npcAttack, cDefend, 43 ); break; // Explosion
|
|
}
|
|
break;
|
|
case 7:
|
|
switch( RandomNum( 1, 3 ) )
|
|
{
|
|
case 1: CastSpell( npcAttack, cDefend, 49 ); break; // Chain Lightning
|
|
case 2: CastSpell( npcAttack, cDefend, 51 ); break; // Flamestrike
|
|
case 3: CastSpell( npcAttack, cDefend, 55 ); break; // Meteor Swarm
|
|
}
|
|
break;
|
|
case 8:
|
|
CastSpell( npcAttack, cDefend, 57 ); // Earthquake
|
|
// case 2: break; //CastSpell( npcAttack, cDefend, 58 ); break; // Energy Vortex
|
|
// This is where dragon attacks go eventually when the NPC DFNs are fixed...*/
|
|
/*
|
|
case 9:
|
|
case 10:
|
|
case 11:
|
|
*/
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// If situation not too bad yet, let's go for some buffs/debuffs
|
|
if( offensiveWeight > rndNum / 1.5 )
|
|
{
|
|
// Cast buffs/debuffs
|
|
switch(( RandomNum( static_cast<SI16>(0), spattacks ) + 1 ))
|
|
{
|
|
case 1:
|
|
[[fallthrough]];
|
|
case 2:
|
|
switch( RandomNum( 1, 4 ) )
|
|
{
|
|
case 1: CastSpell( npcAttack, cDefend, 1 ); break; // Clumsy
|
|
case 2: CastSpell( npcAttack, cDefend, 3 ); break; // Feeble Mind
|
|
case 3: CastSpell( npcAttack, cDefend, 7 ); break; // Reactive Armor (personal...switch target temporarily to self and then back after casting)
|
|
case 4: CastSpell( npcAttack, cDefend, 8 ); break; // weaken
|
|
}
|
|
break;
|
|
case 3:
|
|
if( cDefend->GetPoisoned() == 0 )
|
|
{
|
|
CastSpell( npcAttack, cDefend, 20 ); // Poison
|
|
break;
|
|
}
|
|
if( spattacks + 1 == 3 )
|
|
break;
|
|
[[fallthrough]]; // Fallthrough if target is poisoned already and if NPC can cast spells from next circle
|
|
case 4:
|
|
switch( RandomNum( 1, 2 ) )
|
|
{
|
|
case 1: CastSpell( npcAttack, cDefend, 27 ); break; // Curse
|
|
case 2: CastSpell( npcAttack, cDefend, 31 ); break; // Mana Drain
|
|
}
|
|
break;
|
|
case 5:
|
|
CastSpell( npcAttack, cDefend, 36 ); // Magic Reflection (personal...no target switching required)
|
|
break;
|
|
case 6:
|
|
CastSpell( npcAttack, cDefend, 46 ); // Mass Curse
|
|
break;
|
|
case 7:
|
|
if( spattacks + 1 == 7 )
|
|
break; // Don't fallthrough if NPC cannot cast spells from next circle!
|
|
[[fallthrough]];
|
|
case 8:
|
|
CastSpell( npcAttack, cDefend, 53 ); // Mana Vampire
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Critical health levels! Let's focus on heals and cures
|
|
switch(( RandomNum( static_cast<SI16>(0), spattacks ) + 1 ))
|
|
{
|
|
case 1:
|
|
if(( spattacks + 1 >= 2 ) && !CastSpell( npcAttack, cDefend, 11 )) // Cast cure if we're poisoned, else move on to Heal
|
|
CastSpell( npcAttack, cDefend, 4 ); // Heal (personal...switch target temporarily to self and then back after casting)
|
|
break;
|
|
case 2:
|
|
[[fallthrough]];
|
|
case 3:
|
|
if( !CastSpell( npcAttack, cDefend, 11 )) // Cast cure if we're poisoned, else move on to Heal
|
|
CastSpell( npcAttack, cDefend, 4 ); // Heal (personal...switch target temporarily to self and then back after casting)
|
|
break;
|
|
case 4:
|
|
case 5:
|
|
case 6:
|
|
case 7:
|
|
case 8:
|
|
CastSpell( npcAttack, cDefend, 29 ); // Greater Healing (personal...switch target temporarily to self and then back after casting)
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if( npcAttack->GetSpellCast() != -1 )
|
|
{
|
|
if( npcAttack->GetBodyType() == BT_HUMAN || npcAttack->GetBodyType() == BT_ELF || npcAttack->GetBodyType() == BT_GARGOYLE )
|
|
{
|
|
SpellInfo curSpellCasting = Magic->spells[npcAttack->GetSpellCast()];
|
|
Effects->PlaySpellCastingAnimation( npcAttack, curSpellCasting.Action() ); // do the action
|
|
npcAttack->SetTimer( tNPC_MOVETIME, BuildTimeValue( 0.75 ) );
|
|
}
|
|
Magic->CastSpell( nullptr, npcAttack );
|
|
}
|
|
|
|
//Adjust spellDelay based on UOX.INI setting:
|
|
SI08 spellDelay = floor( ( npcAttack->GetSpDelay() / cwmWorldState->ServerData()->NPCSpellCastSpeed() ) + 0.5 );
|
|
|
|
npcAttack->SetTimer( tNPC_SPATIMER, BuildTimeValue( spellDelay ) );
|
|
}
|
|
}
|
|
}
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Function - R32 GetCombatTimeout( CChar *mChar )
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Purpose - Calculate delay between attacks in combat
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
R32 CHandleCombat::GetCombatTimeout( CChar *mChar )
|
|
{
|
|
SI16 statOffset = 0;
|
|
if( cwmWorldState->ServerData()->CombatAttackSpeedFromStamina() )
|
|
statOffset = mChar->GetStamina();
|
|
else
|
|
statOffset = mChar->GetDexterity();
|
|
|
|
R32 getDelay = 0;
|
|
if( mChar->IsNpc() ) // Allow NPCs more speed based off of available stamina than players
|
|
getDelay = (R32)( (R32)std::min( statOffset, static_cast<SI16>(300) ) + 100 );
|
|
else
|
|
getDelay = (R32)( (R32)std::min( statOffset, static_cast<SI16>(100) ) + 100 );
|
|
|
|
SI32 getOffset = 0;
|
|
SI32 baseValue = 15000;
|
|
|
|
CChar *ourTarg = mChar->GetTarg();
|
|
|
|
CItem *mWeapon = getWeapon( mChar );
|
|
if( ValidateObject( mWeapon ) )
|
|
{
|
|
if( mWeapon->GetSpeed() == 0 )
|
|
mWeapon->SetSpeed( 35 );
|
|
getOffset = mWeapon->GetSpeed();
|
|
}
|
|
else
|
|
{
|
|
if( mChar->GetSkill( WRESTLING ) < 800 )
|
|
getOffset = (((SI32)(mChar->GetSkill( WRESTLING ) / 200 )) * 5) + 30;
|
|
else
|
|
getOffset = 50;
|
|
}
|
|
|
|
//Allow faster strikes on fleeing targets
|
|
if( ValidateObject(ourTarg) )
|
|
if( ourTarg->GetNpcWander() == WT_FLEE)
|
|
baseValue = 10000;
|
|
|
|
R32 globalAttackSpeed = cwmWorldState->ServerData()->GlobalAttackSpeed(); //Defaults to 1.0
|
|
|
|
getDelay = (baseValue / (getDelay * getOffset)) / globalAttackSpeed;
|
|
return getDelay;
|
|
}
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Function - void InvalidateAttacker( CChar *mChar )
|
|
//| Date - 3rd July, 2001
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Purpose - Resets the attacker attack so that it cancels attack setup.
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
void CHandleCombat::InvalidateAttacker( CChar *mChar )
|
|
{
|
|
CChar *ourTarg = mChar->GetTarg();
|
|
|
|
// Check if OnCombatEnd event exists.
|
|
std::vector<UI16> scriptTriggers = mChar->GetScriptTriggers();
|
|
for( auto scriptTrig : scriptTriggers )
|
|
{
|
|
cScript *toExecute = JSMapping->GetScript( scriptTrig );
|
|
if( toExecute != nullptr )
|
|
{
|
|
//Check if ourTarg validates as another character. If not, don't use
|
|
if( !ValidateObject( ourTarg ))
|
|
ourTarg = nullptr;
|
|
|
|
// -1 == event doesn't exist, or returned -1
|
|
// 0 == script returned false, 0, or nothing - don't execute hard code
|
|
// 1 == script returned true or 1
|
|
if( toExecute->OnCombatEnd( mChar, ourTarg ) == 0 ) // if it exists and we don't want hard code, return
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
if( mChar->IsNpc() && mChar->GetNPCAiType() == AI_GUARD )
|
|
{
|
|
mChar->SetTimer( tNPC_SUMMONTIME, BuildTimeValue( 20 ) );
|
|
mChar->SetNpcWander( WT_FREE );
|
|
if( mChar->GetMounted() )
|
|
mChar->SetTimer( tNPC_MOVETIME, BuildTimeValue( mChar->GetMountedWalkingSpeed() ) );
|
|
else
|
|
mChar->SetTimer( tNPC_MOVETIME, BuildTimeValue( mChar->GetWalkingSpeed() ) );
|
|
mChar->TextMessage( nullptr, 281, TALK, false );
|
|
}
|
|
|
|
if( ValidateObject( ourTarg ) && ourTarg->GetTarg() == mChar )
|
|
{
|
|
ourTarg->SetTarg( nullptr );
|
|
ourTarg->SetAttacker( nullptr );
|
|
ourTarg->SetAttackFirst( false );
|
|
if( ourTarg->IsAtWar() )
|
|
ourTarg->ToggleCombat();
|
|
}
|
|
mChar->SetTarg( nullptr );
|
|
CChar *attAttacker = mChar->GetAttacker();
|
|
if( ValidateObject( attAttacker ) )
|
|
{
|
|
attAttacker->SetAttackFirst( false );
|
|
attAttacker->SetAttacker( nullptr );
|
|
}
|
|
mChar->SetAttacker( nullptr );
|
|
mChar->SetAttackFirst( false );
|
|
if( mChar->IsAtWar() && mChar->IsNpc() )
|
|
mChar->ToggleCombat();
|
|
}
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Function - void Kill( CChar *mChar, CChar *ourTarg )
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Purpose - Handle death during combat
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
void CHandleCombat::Kill( CChar *mChar, CChar *ourTarg )
|
|
{
|
|
if( ValidateObject( mChar ) )
|
|
{
|
|
if( mChar->GetNPCAiType() == AI_GUARD && ourTarg->IsNpc() )
|
|
{
|
|
Effects->PlayCharacterAnimation( ourTarg, ( RandomNum( 0, 1 ) ? ACT_DIE_BACKWARD : ACT_DIE_FORWARD ), 0, 6 ); // 0x15 or 0x16, either is 6 frames long
|
|
Effects->playDeathSound( ourTarg );
|
|
|
|
ourTarg->Delete(); // NPC was killed by a Guard, don't leave a corpse behind
|
|
if( mChar->IsAtWar() )
|
|
mChar->ToggleCombat();
|
|
return;
|
|
}
|
|
|
|
if( mChar->GetNPCAiType() == AI_ANIMAL && !mChar->IsTamed() )
|
|
{
|
|
mChar->SetHunger( 6 );
|
|
|
|
if( ourTarg->IsNpc() )
|
|
{
|
|
// Note: What if ourTarg is a non-human NPC which doesn't have death animation 0x15?
|
|
Effects->PlayCharacterAnimation( ourTarg, 0x15 );
|
|
Effects->playDeathSound( ourTarg );
|
|
|
|
ourTarg->Delete(); // eating animals, don't give body
|
|
if( mChar->IsAtWar() )
|
|
mChar->ToggleCombat();
|
|
return;
|
|
}
|
|
}
|
|
InvalidateAttacker( mChar );
|
|
}
|
|
HandleDeath( ourTarg, mChar );
|
|
}
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Function - void CombatLoop( CSocket *mSock, CChar& mChar )
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Purpose - Handles the main combat loop for characters
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
void CHandleCombat::CombatLoop( CSocket *mSock, CChar& mChar )
|
|
{
|
|
CChar *ourTarg = mChar.GetTarg();
|
|
if( ourTarg == nullptr )
|
|
return;
|
|
|
|
if( mChar.IsNpc() && mChar.GetTimer( tNPC_EVADETIME ) > cwmWorldState->GetUICurrentTime() )
|
|
{
|
|
#if defined( UOX_DEBUG_MODE ) && defined( DEBUG_COMBAT )
|
|
Console.warning( "DEBUG: Exited CombatLoop for NPC due to EvadeTimer.\n" );
|
|
#endif
|
|
return;
|
|
}
|
|
|
|
bool combatHandled = false;
|
|
if( mChar.GetTimer( tCHAR_TIMEOUT ) <= cwmWorldState->GetUICurrentTime() || cwmWorldState->GetOverflow() )
|
|
{
|
|
bool validTarg = false;
|
|
if( !mChar.IsDead() && ValidateObject( ourTarg ) && !ourTarg->isFree() && ( ourTarg->IsNpc() || isOnline( (*ourTarg) ) ) )
|
|
{
|
|
if( !ourTarg->IsInvulnerable() && !ourTarg->IsDead() && ourTarg->GetNPCAiType() != AI_PLAYERVENDOR && ourTarg->GetVisible() == VT_VISIBLE )
|
|
{
|
|
if( charInRange( &mChar, ourTarg ) )
|
|
{
|
|
CItem *equippedWeapon = getWeapon( &mChar );
|
|
if( getCombatSkill( equippedWeapon ) == ARCHERY || getCombatSkill( equippedWeapon ) == THROWING )
|
|
{
|
|
if( getDist( &mChar, ourTarg ) > equippedWeapon->GetMaxRange() )
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
|
|
validTarg = true;
|
|
if( mChar.IsNpc() && mChar.GetSpAttack() > 0 && mChar.GetMana() > 0 && !RandomNum( 0, 2 ) )
|
|
HandleNPCSpellAttack( &mChar, ourTarg, getDist( &mChar, ourTarg ) );
|
|
else
|
|
combatHandled = HandleCombat( mSock, mChar, ourTarg );
|
|
|
|
if( !ValidateObject( ourTarg->GetTarg() ) || !objInRange( ourTarg, ourTarg->GetTarg(), DIST_INRANGE ) ) //if the defender is swung at, and they don't have a target already, set this as their target
|
|
StartAttack( ourTarg, &mChar );
|
|
}
|
|
else if( mChar.IsNpc() && mChar.GetNPCAiType() == AI_GUARD && mChar.GetRegion()->IsGuarded() && cwmWorldState->ServerData()->GuardsStatus() )
|
|
{
|
|
validTarg = true;
|
|
mChar.SetLocation( ourTarg );
|
|
Effects->PlaySound( &mChar, 0x01FE );
|
|
Effects->PlayStaticAnimation( &mChar, 0x372A, 0x09, 0x06 );
|
|
mChar.TextMessage( nullptr, 1616, TALK, true );
|
|
}
|
|
else
|
|
InvalidateAttacker( &mChar );
|
|
}
|
|
}
|
|
if( !validTarg )
|
|
{
|
|
mChar.SetTarg( nullptr );
|
|
mChar.SetAttacker( nullptr );
|
|
mChar.SetAttackFirst( false );
|
|
if( mChar.IsAtWar() )
|
|
mChar.ToggleCombat();
|
|
}
|
|
else if( combatHandled )
|
|
mChar.SetTimer( tCHAR_TIMEOUT, BuildTimeValue( GetCombatTimeout( &mChar ) ) );
|
|
}
|
|
}
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Function - void SpawnGuard( CChar *mChar, CChar *targChar, SI16 x, SI16 y, SI08 z )
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Purpose - Handle spawning a guard in guarded areas
|
|
//| NEED TO REWORK FOR REGIONAL GUARD STUFF
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
auto CHandleCombat::SpawnGuard( CChar *mChar, CChar *targChar, SI16 x, SI16 y, SI08 z ) ->void {
|
|
if( ValidateObject( mChar ) && ValidateObject( targChar ) ) {
|
|
if( !targChar->IsDead() && !targChar->IsInvulnerable() ){
|
|
auto targRegion = mChar->GetRegion();
|
|
if( targRegion->IsGuarded() && cwmWorldState->ServerData()->GuardsStatus() ){
|
|
|
|
auto reUseGuard = false;
|
|
CChar *getGuard = nullptr;
|
|
auto toCheck = MapRegion->GetMapRegion( mChar );
|
|
|
|
if(toCheck){
|
|
auto regChars = toCheck->GetCharList();
|
|
for (auto &getGuard : regChars->collection()){
|
|
if( ValidateObject( getGuard ) ){
|
|
if( getGuard->IsNpc() && (getGuard->GetNPCAiType() == AI_GUARD )){
|
|
if( !ValidateObject( getGuard->GetTarg() ) || getGuard->GetTarg() == targChar ) {
|
|
if( charInRange( getGuard, targChar ) ){
|
|
reUseGuard = true;
|
|
}
|
|
}
|
|
else if( getGuard->GetTarg() == targChar ) {
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
// 1/13/2003 - Fix for JSE NocSpawner
|
|
if( !reUseGuard ) {
|
|
getGuard = targRegion->GetRandomGuard();
|
|
if( ValidateObject( getGuard ) ) {
|
|
getGuard->SetLocation( x, y, z, mChar->WorldNumber(), mChar->GetInstanceID() );
|
|
Npcs->PostSpawnUpdate( getGuard );
|
|
}
|
|
else{
|
|
return;
|
|
}
|
|
}
|
|
//
|
|
if( ValidateObject( getGuard ) ) {
|
|
getGuard->SetAttackFirst( true );
|
|
getGuard->SetAttacker( targChar );
|
|
getGuard->SetTarg( targChar );
|
|
getGuard->SetNpcWander( WT_FREE );
|
|
if( !getGuard->IsAtWar() ){
|
|
getGuard->ToggleCombat();
|
|
}
|
|
|
|
if( reUseGuard ){
|
|
getGuard->SetLocation( targChar );
|
|
}
|
|
else {
|
|
if( getGuard->GetMounted() ){
|
|
getGuard->SetTimer( tNPC_MOVETIME, BuildTimeValue( getGuard->GetMountedWalkingSpeed() ) );
|
|
}
|
|
else{
|
|
getGuard->SetTimer( tNPC_MOVETIME, BuildTimeValue( getGuard->GetWalkingSpeed() ) );
|
|
}
|
|
getGuard->SetTimer( tNPC_SUMMONTIME, BuildTimeValue( 25 ) );
|
|
|
|
Effects->PlaySound( getGuard, 0x01FE );
|
|
Effects->PlayStaticAnimation( getGuard, 0x372A, 0x09, 0x06 );
|
|
|
|
getGuard->TextMessage( nullptr, 313, TALK, true );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Function - void petGuardAttack( CChar *mChar, CChar *owner, CBaseObject *guarded )
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Purpose - Get the pet guarding an item / character and have him attack
|
|
//| the person using / attacking the item / character
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
void CHandleCombat::petGuardAttack( CChar *mChar, CChar *owner, CBaseObject *guarded, CChar *petGuard )
|
|
{
|
|
if( !ValidateObject( mChar ) || !ValidateObject( guarded ) )
|
|
return;
|
|
|
|
if( mChar->IsCounselor() || mChar->IsGM() )
|
|
return;
|
|
|
|
if( !ValidateObject( petGuard ))
|
|
{
|
|
// No pet guard was passed into function, so let's look for one ourself
|
|
petGuard = Npcs->getGuardingPet( owner, guarded );
|
|
}
|
|
|
|
if( ValidateObject( petGuard ) && objInRange( mChar, petGuard, cwmWorldState->ServerData()->CombatMaxRange() ) )
|
|
{
|
|
if( mChar->GetSerial() == petGuard->GetOwner() )
|
|
return;
|
|
|
|
if( !Npcs->checkPetFriend( mChar, petGuard ) )
|
|
AttackTarget( petGuard, mChar );
|
|
else
|
|
{
|
|
CSocket *oSock = owner->GetSocket();
|
|
if( oSock != nullptr )
|
|
oSock->sysmessage( 1629 );
|
|
}
|
|
}
|
|
}
|