uox3/source/combat.cpp
Dragon Slayer ced101feeb fixes
2024-06-16 02:33:09 -05:00

3881 lines
126 KiB
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#include "uox3.h"
#include "cGuild.h"
#include "combat.h"
#include "townregion.h"
#include "cRaces.h"
#include "skills.h"
#include "cMagic.h"
#include "cEffects.h"
#include "CPacketSend.h"
#include "classes.h"
#include "regions.h"
#include "magic.h"
#include "Dictionary.h"
#include "movement.h"
#include "cScript.h"
#include "CJSMapping.h"
#include <algorithm>
#undef DBGFILE
#define DBGFILE "combat.cpp"
#define DEBUG_COMBAT 0
CHandleCombat *Combat = nullptr;
#define SWINGAT static_cast<UI32>( 1.75 ) * 1000
const UI08 BODYPERCENT = 0;
//const UI08 ARMSPERCENT = 1;
//const UI08 HEADPERCENT = 2;
//const UI08 LEGSPERCENT = 3;
//const UI08 NECKPERCENT = 4;
//const UI08 OTHERPERCENT = 5;
const UI08 TOTALTARGETSPOTS = 6; // Wonder if that should be one?
const UI08 LOCPERCENTAGES[TOTALTARGETSPOTS] = { 44, 14, 14, 14, 7, 7 };
//o------------------------------------------------------------------------------------------------o
//| Function - CHandleCombat::StartAttack()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Handle characters initiating combat with other characters
//o------------------------------------------------------------------------------------------------o
bool CHandleCombat::StartAttack( CChar *cAttack, CChar *cTarget )
{
if( !ValidateObject( cAttack ) || !ValidateObject( cTarget ) || cAttack == cTarget )
return false;
if( cAttack->IsDead() || cTarget->IsDead() )
return false;
if( cAttack->GetTarg() == cTarget )
return false;
if( cTarget->GetVisible() > 2 )
return false;
if( cTarget->WorldNumber() != cAttack->WorldNumber() || cTarget->GetInstanceId() != cAttack->GetInstanceId() )
return false;
if( !ObjInRange( cAttack, cTarget, DIST_NEXTTILE ) && !LineOfSight( nullptr, cAttack, cTarget->GetX(), cTarget->GetY(), ( cTarget->GetZ() + 15 ), WALLS_CHIMNEYS + DOORS + FLOORS_FLAT_ROOFING, false ))
return false;
if( !cAttack->GetCanAttack() || cAttack->IsEvading() ) // Is the char allowed to attack?
return false;
if( cAttack->GetNpcAiType() == AI_DUMMY ) // If passive, don't allow attack
return false;
// If two NPCs try to fight, do some extra checks to make sure they're allowed to (ignore if both are pets)
if( cAttack->IsNpc() && cTarget->IsNpc() && ( cAttack->GetOwner() == INVALIDSERIAL && cTarget->GetOwner() == INVALIDSERIAL ))
{
// Are both the NPCs non-human?
if( !cwmWorldState->creatures[cAttack->GetId()].IsHuman() && !cwmWorldState->creatures[cTarget->GetId()].IsHuman() )
{
if( cAttack->GetNpcAiType() == AI_ANIMAL && cTarget->GetNpcAiType() == AI_ANIMAL )
{
// Don't allow combat if both attacker and target have AI_ANIMAL, same body type and belong to same race
if( cAttack->GetId() == cTarget->GetId() && cAttack->GetRace() == cTarget->GetRace() )
{
return false;
}
}
else if( cAttack->GetRace() == cTarget->GetRace() )
{
// Otherwise, don't allow combat if both attacker and target have same race
return false;
}
}
else
{
// Don't allow human NPC to human NPC combat if they both have same NPC Flag (evil, innocent, neutral)
if( cAttack->GetNPCFlag() == cTarget->GetNPCFlag() )
return false;
}
}
// Check if combat is allowed in attacker AND target's regions, but allow it if it's a guard
if( cAttack->GetNpcAiType() != AI_GUARD && ( cAttack->GetRegion()->IsSafeZone() || cTarget->GetRegion()->IsSafeZone() ))
{
// Either attacker or target is in a safe zone where all aggressive actions are forbidden, disallow
CSocket *cSocket = cAttack->GetSocket();
if( cSocket )
{
cSocket->SysMessage( 1799 ); // Hostile actions are not permitted in this safe area.
}
return false;
}
bool returningAttack = false;
cAttack->SetTarg( cTarget );
cAttack->SetAttacker( cTarget );
// If cTarget is not already an aggressor to cAttack...
auto cAttackOwner = cAttack->GetOwnerObj();
if( ValidateObject( cAttackOwner ) )
{
if( !cTarget->CheckAggressorFlag( cAttackOwner->GetSerial() ) )
{
// Add both owner and pet/hireling/summon as aggressor of cTarget!
cAttackOwner->AddAggressorFlag( cTarget->GetSerial() );
cAttack->AddAggressorFlag( cTarget->GetSerial() );
cAttackOwner->Dirty( UT_UPDATE );
cAttack->Dirty( UT_UPDATE );
}
}
else
{
if( !cTarget->CheckAggressorFlag( cAttack->GetSerial() ))
{
// ...add cAttack as aggressor of cTarget!
cAttack->AddAggressorFlag( cTarget->GetSerial() );
cAttack->Dirty( UT_UPDATE );
}
}
// If target doesn't already have cAttack as a target, update their target selection
//if( !cTarget->IsInvulnerable() && ( !ValidateObject( cTarget->GetTarg() ) || !ObjInRange( cTarget, cTarget->GetTarg(), DIST_INRANGE ))) // Only invuln don't fight back
if( !cTarget->IsInvulnerable() && !ValidateObject( cTarget->GetTarg() )) // Only invuln don't fight back
{
if( cTarget->GetNpcAiType() != AI_DUMMY )
{
cTarget->SetTarg( cAttack );
cTarget->SetAttacker( cAttack );
returningAttack = true;
// If target is not already at war/in combat, make sure to disable their passive mode
if( !cTarget->IsAtWar() )
{
if( cTarget->IsNpc() )
{
cTarget->ToggleCombat();
}
cTarget->SetPassive( false );
}
}
if( cTarget->GetSocket() != nullptr )
{
CPAttackOK tSend = (*cAttack);
cTarget->GetSocket()->Send( &tSend );
}
}
if( WillResultInCriminal( cAttack, cTarget )) //REPSYS
{
MakeCriminal( cAttack );
bool regionGuarded = ( cTarget->GetRegion()->IsGuarded() );
if( cwmWorldState->ServerData()->GuardsStatus() && regionGuarded && cTarget->IsNpc() && cTarget->GetNpcAiType() != AI_GUARD && cwmWorldState->creatures[cTarget->GetId()].IsHuman() )
{
cTarget->TextMessage( nullptr, 335, TALK, true ); // Help! Guards! I've been attacked!
CallGuards( cTarget, cAttack );
}
}
if( cAttack->GetVisible() == VT_TEMPHIDDEN || cAttack->GetVisible() == VT_INVISIBLE )
{
cAttack->ExposeToView();
}
if( !cAttack->IsNpc() )
{
cAttack->BreakConcentration( cAttack->GetSocket() );
}
else
{
UI16 toPlay = cwmWorldState->creatures[cAttack->GetId()].GetSound( SND_STARTATTACK );
if( toPlay != 0x00 && RandomNum( 1, 3 )) // 33% chance to play the sound
{
Effects->PlaySound( cAttack, toPlay );
}
// if the source is an npc, make sure they're in war mode and reset their movement time
if( !cAttack->IsAtWar() )
{
cAttack->ToggleCombat();
}
if( cAttack->GetMounted() )
{
cAttack->SetTimer( tNPC_MOVETIME, BuildTimeValue( cAttack->GetMountedWalkingSpeed() ));
}
else
{
cAttack->SetTimer( tNPC_MOVETIME, BuildTimeValue( cAttack->GetWalkingSpeed() ));
}
}
// Only unhide the defender, if they're going to return the attack (otherwise they're doing nothing!)
if( returningAttack )
{
if( cTarget->GetVisible() == VT_TEMPHIDDEN || cAttack->GetVisible() == VT_INVISIBLE )
{
cTarget->ExposeToView();
}
if( !cTarget->IsNpc() )
{
cTarget->BreakConcentration( cTarget->GetSocket() );
}
// if the target is an npc, and not a guard, make sure they're in war mode and update their movement time
// ONLY IF THEY'VE CHANGED ATTACKER
if( cTarget->IsNpc() && cTarget->GetNpcAiType() != AI_GUARD )
{
if( !cTarget->IsAtWar() )
{
cTarget->ToggleCombat();
}
if( cTarget->GetMounted() )
{
cTarget->SetTimer( tNPC_MOVETIME, BuildTimeValue( cTarget->GetMountedWalkingSpeed() ));
}
else
{
cTarget->SetTimer( tNPC_MOVETIME, BuildTimeValue( cTarget->GetWalkingSpeed() ));
}
}
}
return true;
}
void CallGuards( CChar *mChar, CChar *targChar );
//o------------------------------------------------------------------------------------------------o
//| Function - CHandleCombat::PlayerAttack()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Handle player attacking (Double-clicking whilst in war mode)
//o------------------------------------------------------------------------------------------------o
void CHandleCombat::PlayerAttack( CSocket *s )
{
if( s == nullptr )
return;
CChar *ourChar = s->CurrcharObj();
if( !ValidateObject( ourChar ))
return;
// Don't allow attacking other characters if invulnerable
if( ourChar->IsInvulnerable() )
{
s->SysMessage( 1973 ); // You cannot engage in combat while invulnerable!
return;
}
SERIAL serial = s->GetDWord( 1 );
if( serial == INVALIDSERIAL )
{
ourChar->SetTarg( nullptr );
return;
}
CChar *i = CalcCharObjFromSer( serial );
if( !ValidateObject( i ))
{
ourChar->SetTarg( nullptr );
return;
}
if( ourChar->IsDead() )
{
if( i->IsNpc() ) // if target is an NPC
{
switch( i->GetNpcAiType() )
{
case AI_HEALER_G: // Good Healer
if( ourChar->IsCriminal() || ourChar->IsMurderer() )
{
i->TextMessage( nullptr, 322, TALK, true ); // I will not give life to a scoundrel like thee!
}
else if( !ObjInRange( i, ourChar, DIST_NEARBY ))
{
i->TextMessage( nullptr, 321, TALK, true ); // Come nearer, ghost, and I'll give you life!
}
else
{
// Proceed with resurrection
CMultiObj *multiObj = ourChar->GetMultiObj();
if( !ValidateObject( multiObj ) || multiObj->GetOwner() == ourChar->GetSerial() )
{
if( LineOfSight( s, ourChar, i->GetX(), i->GetY(), ( i->GetZ() + 15 ), WALLS_CHIMNEYS + DOORS + FLOORS_FLAT_ROOFING, false ))
{
// Play Resurrect casting animation
if( i->GetBodyType() == BT_GARGOYLE || cwmWorldState->ServerData()->ForceNewAnimationPacket() )
{
Effects->PlayNewCharacterAnimation( i, N_ACT_SPELL, S_ACT_SPELL_TARGET ); // Action 0x0b, subAction 0x00
}
else
{
UI16 castAnim = static_cast<UI16>( cwmWorldState->creatures[i->GetId()].CastAnimTargetId() );
UI08 castAnimLength = cwmWorldState->creatures[i->GetId()].CastAnimTargetLength();
// Play cast anim, but fallback to default attack anim (0x04) with anim length of 4 frames if no cast anim was defined in creatures.dfn
Effects->PlayCharacterAnimation( i, ( castAnim != 0 ? castAnim : 0x04 ), 0, ( castAnimLength != 0 ? castAnimLength : 4 ));
}
NpcResurrectTarget( ourChar );
Effects->PlayStaticAnimation( ourChar, 0x376A, 0x09, 0x06 );
i->TextMessage( nullptr, ( 316 + RandomNum( 0, 4 )), TALK, false ); // Random resurrection speak from NPC healer
}
}
}
break;
case AI_HEALER_E: // Evil Healer
if( !ourChar->IsMurderer() )
{
i->TextMessage( nullptr, 329, TALK, true ); // I despise all things good. I shall not give thee another chance!
}
else if( !ObjInRange( i, ourChar, DIST_NEARBY ))
{
i->TextMessage( nullptr, 328, TALK, true ); // Come nearer, evil soul, and I'll give you life!
}
else
{
// Proceed with resurrection
CMultiObj *multiObj = ourChar->GetMultiObj();
if( !ValidateObject( multiObj ) || multiObj->GetOwner() == ourChar->GetSerial() )
{
if( LineOfSight( s, ourChar, i->GetX(), i->GetY(), ( i->GetZ() + 15 ), WALLS_CHIMNEYS + DOORS + FLOORS_FLAT_ROOFING, false ))
{
// Play Resurrect casting animation
if( i->GetBodyType() == BT_GARGOYLE || cwmWorldState->ServerData()->ForceNewAnimationPacket() )
{
Effects->PlayNewCharacterAnimation( i, N_ACT_SPELL, S_ACT_SPELL_TARGET ); // Action 0x0b, subAction 0x00
}
else
{
UI16 castAnim = static_cast<UI16>( cwmWorldState->creatures[i->GetId()].CastAnimTargetId() );
UI08 castAnimLength = cwmWorldState->creatures[i->GetId()].CastAnimTargetLength();
// Play cast anim, but fallback to default attack anim (0x04) with anim length of 4 frames if no cast anim was defined in creatures.dfn
Effects->PlayCharacterAnimation( i, ( castAnim != 0 ? castAnim : 0x04 ), 0, ( castAnimLength != 0 ? castAnimLength : 4 ));
}
NpcResurrectTarget( ourChar );
Effects->PlayStaticAnimation( ourChar, 0x3709, 0x09, 0x19 ); //Flamestrike effect
i->TextMessage( nullptr, ( 323 + RandomNum( 0, 4 )), TALK, false ); // Random resurrection speak from evil NPC healer
}
}
}
break;
default:
s->SysMessage( 330 ); // You are dead and cannot do that.
break;
}
return;
}
else // if target is a player
{
if( cwmWorldState->ServerData()->PlayerPersecutionStatus() )
{
ourChar->SetTarg( i );
Skills->Persecute( s );
return;
}
else
{
s->SysMessage( 330 ); // You are dead and cannot do that.
return;
}
}
}
else
{
if( ourChar->GetTarg() != i ) // if player is alive
{
std::vector<UI16> scriptTriggers = ourChar->GetScriptTriggers();
for( auto scriptTrig : scriptTriggers )
{
cScript *toExecute = JSMapping->GetScript( scriptTrig );
if( toExecute != nullptr )
{
// -1 == script 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->OnCombatStart( ourChar, i ) == 0 )
{
return;
}
}
}
}
if( i->GetTarg() != ourChar )
{
// Also trigger same event for other party in combat, if they're not already engaged in combat with this character
std::vector<UI16> scriptTriggers = i->GetScriptTriggers();
for( auto scriptTrig : scriptTriggers )
{
cScript *toExecute = JSMapping->GetScript( scriptTrig );
if( toExecute != nullptr )
{
// -1 == script 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->OnCombatStart( ourChar, i ) == 0 )
{
return;
}
}
}
}
if( !ourChar->GetCanAttack() ) // Is our char allowed to attack
{
s->SysMessage( 1778 ); // You are currently under the effect of peace and can not attack!
return;
}
// Check if combat is allowed in attacker AND target's regions
if( ourChar->GetRegion()->IsSafeZone() || i->GetRegion()->IsSafeZone() )
{
// Either attacker or target is in a safe zone where all aggressive actions are forbidden, disallow
s->SysMessage( 1799 ); // You are no longer affected by peace!
return;
}
ourChar->SetTarg( i );
if( ourChar->GetVisible() == VT_TEMPHIDDEN || ourChar->GetVisible() == VT_INVISIBLE )
{
ourChar->ExposeToView();
}
if( i->IsDead() || i->GetHP() <= 0 )
{
s->SysMessage( 331 ); // That person is already dead!
return;
}
if( i->GetNpcAiType() == AI_PLAYERVENDOR ) // PlayerVendors
{
s->SysMessage( 332, i->GetName().c_str() ); // %s cannot be harmed.
return;
}
if( i->IsInvulnerable() )
{
s->SysMessage( 333 ); // You cannot fight the invincible.
return;
}
if( i->IsEvading() )
{
s->SysMessage( 1792 ); // The targeted NPC is in a state of evasion and cannot be attacked.
return;
}
// Deal with players attacking NPCs they're escorting!
if( i->IsNpc() && i->GetQuestType() == 0xFF && i->GetOwnerObj() == ourChar )
{
i->SetNpcWander( WT_FREE ); // Wander freely
i->SetFTarg( nullptr ); // Reset follow target
i->SetQuestType( 0 ); // Reset quest type
i->SetQuestDestRegion( 0 ); // Reset quest destination region
// Set a timer to automatically delete the NPC
i->SetTimer( tNPC_SUMMONTIME, cwmWorldState->ServerData()->BuildSystemTimeValue( tSERVER_ESCORTDONE ));
i->SetOwner( nullptr );
i->TextMessage( nullptr, 1797, TALK, false ); // Woe is me! My escort has betrayed me!
}
// flag player FIRST so that anything attacking them as a result of this is not flagged.
if( WillResultInCriminal( ourChar, i )) // REPSYS
{
MakeCriminal( ourChar );
bool regionGuarded = ( i->GetRegion()->IsGuarded() );
if( cwmWorldState->ServerData()->GuardsStatus() && regionGuarded && i->IsNpc() && i->GetNpcAiType() != AI_GUARD && cwmWorldState->creatures[i->GetId()].IsHuman() )
{
i->TextMessage( nullptr, 335, TALK, true ); // Help! Guards! I've been attacked!
CallGuards( i, ourChar );
}
}
// If target is guarded by a pet, cause pet to attack player
if( i->IsGuarded() )
{
PetGuardAttack( ourChar, i, i );
}
// Send attacker message to all nearby players, IF player is attacking someone who wasn't already fighting them
if( i->GetTarg() != ourChar )
{
for( auto &tSock : FindNearbyPlayers( ourChar ))
{
if( tSock && tSock != ourChar->GetSocket() )
{
// Valid socket found
CChar *witness = tSock->CurrcharObj();
if( ValidateObject( witness ))
{
// Fetch names of attacker and target
std::string attackerName = GetNpcDictName( ourChar, tSock, NRS_SPEECH );
std::string targetName = GetNpcDictName( i, tSock, NRS_SPEECH );
// Send an emote about attacking target to nearby witness
ourChar->TextMessage( tSock, 334, EMOTE, 0, attackerName.c_str(), targetName.c_str() ); // You see %s attacking %s!
}
}
}
}
if( !i->IsNpc() )
{
// Send a message about being attacked to the target, if they're a player
CSocket *iSock = i->GetSocket();
if( iSock != nullptr )
{
std::string attackerName = GetNpcDictName( ourChar, iSock, NRS_SPEECH );
i->TextMessage( iSock, 1281, EMOTE, 1, attackerName.c_str() ); // %s is attacking you!
}
}
// Keep the target highlighted
CPAttackOK toSend = (*i);
s->Send( &toSend );
if( i->GetNpcAiType() != AI_GUARD && !ValidateObject( i->GetTarg() ))
{
// Set ourChar as attacker of target, if target has no target? Should this check if it has an Attacker instead?
i->SetAttacker( ourChar );
}
// Add ourChar as an aggressor to the target, if target is not already an aggressor to ourChar!
if( !i->CheckAggressorFlag( ourChar->GetSerial() ))
{
if( !ourChar->CheckAggressorFlag( i->GetSerial() ))
{
ourChar->AddAggressorFlag( i->GetSerial() );
}
else
{
ourChar->UpdateAggressorFlagTimestamp( i->GetSerial() );
}
ourChar->Dirty( UT_UPDATE );
}
ourChar->SetAttacker( i );
AttackTarget( i, ourChar );
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CHandleCombat::AttackTarget()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Handle the attacking action in combat
//o------------------------------------------------------------------------------------------------o
void CHandleCombat::AttackTarget( CChar *cAttack, CChar *cTarget )
{
// Check if OnCombatStart event exists, necessary here to make event run for NPCs attacking
std::vector<UI16> scriptTriggers = cAttack->GetScriptTriggers();
for( auto scriptTrig : scriptTriggers )
{
cScript *toExecute = JSMapping->GetScript( scriptTrig );
if( toExecute != nullptr )
{
// -1 == script 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->OnCombatStart( cAttack, cTarget ) == 0 )
{
return;
}
}
}
if( !cAttack->GetCanAttack() || cAttack->IsEvading() ) // Is the char allowed to attack?
return;
if( !StartAttack( cAttack, cTarget )) // Is the char allowed to initiate combat with the target?
return;
if( cAttack->CheckAggressorFlag( cTarget->GetSerial() ))
{
// Send attacker message to all nearby players
for( auto &tSock : FindNearbyPlayers( cAttack ))
{
if( tSock )
{
// Valid socket found
CChar *witness = tSock->CurrcharObj();
if( ValidateObject( witness ))
{
// Fetch names of attacker and target
std::string attackerName = GetNpcDictName( cAttack, tSock, NRS_SPEECH );
std::string targetName = GetNpcDictName( cTarget, tSock, NRS_SPEECH );
// Send an emote about attacking target to nearby witness
cAttack->TextMessage( tSock, 334, EMOTE, 0, attackerName.c_str(), targetName.c_str() ); // You see %s attacking target
}
}
}
if( !cTarget->IsNpc() )
{
CSocket *iSock = cTarget->GetSocket();
if( iSock != nullptr )
{
std::string attackerName = GetNpcDictName( cAttack, iSock, NRS_SPEECH );
cTarget->TextMessage( iSock, 1281, EMOTE, 1, attackerName.c_str() ); // %s is attacking you!
}
}
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CHandleCombat::GetWeapon()
//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 - CHandleCombat::GetShield()
//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 - CHandleCombat::GetWeaponType()
//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 - CHandleCombat::GetBowType()
//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 - CHandleCombat::GetCombatSkill()
//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 - CHandleCombat::CalcAttackPower()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Calculate total attack power and do damage to the weapon
//o------------------------------------------------------------------------------------------------o
SI16 CHandleCombat::CalcAttackPower( 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<UI08>( RandomNum( static_cast<UI16>( weaponDamageMin ), static_cast<UI16>( 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 - CHandleCombat::CalcLowDamage()
//| 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 - CHandleCombat::CalcHighDamage()
//| 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 - CHandleCombat::CheckDef()
//| 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 - CHandleCombat::GetArmorDef()
//| 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 )
{
if( cwmWorldState->ServerData()->ExpansionArmorCalculation() < ER_AOS )
{
armorDef = static_cast<SI32>( 100 * static_cast<R32>( armorDef / 2.8 ));
}
}
break;
case 2: // Arms
currItem = CheckDef( mChar->GetItemAtLayer( IL_ARMS ), currItem, armorDef, resistType ); // Arms
if( findTotal )
{
if( cwmWorldState->ServerData()->ExpansionArmorCalculation() < ER_AOS )
{
armorDef = static_cast<SI32>( 100 * static_cast<R32>( armorDef / 6.8 ));
}
}
break;
case 3: // Head
currItem = CheckDef( mChar->GetItemAtLayer( IL_HELM ), currItem, armorDef, resistType ); // Head
if( findTotal )
{
if( cwmWorldState->ServerData()->ExpansionArmorCalculation() < ER_AOS )
{
armorDef = static_cast<SI32>( 100 * static_cast<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 )
{
if( cwmWorldState->ServerData()->ExpansionArmorCalculation() < ER_AOS )
{
armorDef = static_cast<SI32>( 100 * static_cast<R32>( armorDef / 4.5 ));
}
}
break;
case 5: // Neck
currItem = CheckDef( mChar->GetItemAtLayer( IL_NECK ), currItem, armorDef, resistType ); // Neck
if( findTotal )
{
if( cwmWorldState->ServerData()->ExpansionArmorCalculation() < ER_AOS )
{
armorDef = static_cast<SI32>( 100 * static_cast<R32>( armorDef / 14.5 ));
}
}
break;
case 6: // Hands
currItem = CheckDef( mChar->GetItemAtLayer( IL_GLOVES ), currItem, armorDef, resistType ); // Gloves
if( findTotal )
{
if( cwmWorldState->ServerData()->ExpansionArmorCalculation() < ER_AOS )
{
armorDef = static_cast<SI32>( 100 * static_cast<R32>( armorDef / 14.5 ));
}
}
break;
default:
break;
}
if( findTotal )
{
totalDef += armorDef;
}
else
{
totalDef = armorDef;
}
return currItem;
}
//o------------------------------------------------------------------------------------------------o
//| Function - CHandleCombat::CalcDef()
//| 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 );
}
if( cwmWorldState->ServerData()->ExpansionArmorCalculation() < ER_AOS )
{
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<UI08>( RandomNum( static_cast<UI16>( armorDamageMin ), static_cast<UI16>( 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() ); // Your %s has been destroyed.
}
defendItem->Delete();
}
}
}
//if( total < 2 && hitLoc != 0 )
// total = 2;
return static_cast<UI16>( total );
}
//o------------------------------------------------------------------------------------------------o
//| Function - CHandleCombat::CombatAnimsNew()
//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 - CHandleCombat::CombatOnHorse()
//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 - CHandleCombat::CombatOnFoot()
//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 - CHandleCombat::PlaySwingAnimations()
//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 attackAnim = 0;
UI08 attackAnimLength = 0;
// Get available attack animations for creature
UI16 attackAnim1 = static_cast<UI16>( cwmWorldState->creatures[mChar->GetId()].AttackAnim1Id() );
UI16 attackAnim2 = static_cast<UI16>( cwmWorldState->creatures[mChar->GetId()].AttackAnim2Id() );
UI16 attackAnim3 = static_cast<UI16>( cwmWorldState->creatures[mChar->GetId()].AttackAnim3Id() );
UI08 attackAnim1Length = cwmWorldState->creatures[mChar->GetId()].AttackAnim1Length();
UI08 attackAnim2Length = cwmWorldState->creatures[mChar->GetId()].AttackAnim2Length();
UI08 attackAnim3Length = cwmWorldState->creatures[mChar->GetId()].AttackAnim3Length();
if( charId == 0x2d8 ) // Special case for Medusa, which has 1 ranged attack anim and 1 melee
{
CItem *equippedWeapon = GetWeapon( mChar );
switch( GetWeaponType( equippedWeapon ))
{
case BOWS:
case XBOWS:
attackAnim = attackAnim1; // Ranged anim
attackAnimLength = attackAnim1Length;
break;
default:
attackAnim = attackAnim2; // Melee anim
attackAnimLength = attackAnim2Length;
break;
}
}
else
{
// Randomize between the available attack animations (as defined in creatures.dfn)
auto rndAnimNum = -1;
if( attackAnim1 > 0 && attackAnim2 > 0 && attackAnim3 > 0 )
{
rndAnimNum = RandomNum( 0, 2 );
}
else if( attackAnim1 > 0 && attackAnim2 > 0 )
{
rndAnimNum = RandomNum( 0, 1 );
}
else if( attackAnim1 > 0 )
{
rndAnimNum = 0;
}
if( rndAnimNum > -1 )
{
// Select the appropriate animation
switch( rndAnimNum )
{
case 0:
attackAnim = attackAnim1;
attackAnimLength = attackAnim1Length;
break;
case 1:
attackAnim = attackAnim2;
attackAnimLength = attackAnim2Length;
break;
case 2:
attackAnim = attackAnim3;
attackAnimLength = attackAnim3Length;
break;
}
}
else
{
// No valid attack animation defined, try to use a default attack animation
attackAnim = 0x05;
attackAnimLength = 4;
}
}
// Play the selected attack animation
Effects->PlayCharacterAnimation( mChar, attackAnim, 0, attackAnimLength );
// Play attack sound effect
if( RandomNum( 0, 4 )) // 20% chance of playing SFX when attacking
{
UI16 toPlay = cwmWorldState->creatures[charId].GetSound( SND_ATTACK );
if( toPlay != 0x00 )
{
Effects->PlaySound( mChar, toPlay );
}
}
}
else if( mChar->GetBodyType() == BT_GARGOYLE || cwmWorldState->ServerData()->ForceNewAnimationPacket() )
{
CombatAnimsNew( mChar );
}
else if( mChar->IsOnHorse() )
{
CombatOnHorse( mChar );
}
else
{
CombatOnFoot( mChar );
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CHandleCombat::PlayMissedSoundEffect()
//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 - CHandleCombat::PlayHitSoundEffect()
//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 - CHandleCombat::AdjustRaceDamage()
//| 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( static_cast<WeatherType>( i )) && rPtr->AffectedBy( static_cast<WeatherType>( i )))
{
amount += ApplyDefenseModifiers( static_cast<WeatherType>( i ), attack, defend, getFightSkill, hitLoc, bDamage, false );
}
}
}
return ( bDamage + amount );
}
//o------------------------------------------------------------------------------------------------o
//| Function - CHandleCombat::AdjustArmorClassDamage()
//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 average of all 7 armor locations
bonusDamage /= 2; // then split damage in half.
if( cwmWorldState->ServerData()->ExpansionArmorCalculation() < ER_AOS )
{
bonusDamage = ( bonusDamage / 100 );
}
}
return ( baseDamage + static_cast<SI16>( bonusDamage ));
}
//o------------------------------------------------------------------------------------------------o
//| Function - CHandleCombat::DoHitMessage()
//| 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, NRS_SPEECH );
// Don't show hit messages for very low amounts of damage
if( damage < 5 )
return;
UI08 randHit = RandomNum( 0, 2 );
switch( hitLoc )
{
case 1: // Body
switch ( randHit )
{
case 1:
if( damage < 15 )
{
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 < 15 )
{
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 < 15 )
{
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 < 15 )
{
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 < 15 )
{
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 < 15 )
{
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 - CHandleCombat::CalculateHitLoc()
//| 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 - CHandleCombat::ApplyDamageBonuses()
//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() );
auto serverData = cwmWorldState->ServerData();
switch( damageType )
{
case NONE:
damage = static_cast<R32>( baseDamage );
break;
case PHYSICAL:
// Race Dmg Modification: Bonus percentage.
RaceDamage = Races->DamageFromSkill( getFightSkill, mChar->GetRace() );
if( RaceDamage != 0 )
{
baseDamage += static_cast<SI16>( static_cast<R32>( baseDamage ) * ( static_cast<R32>( RaceDamage ) / 1000 ));
}
// Adjust race and weather weakness
baseDamage = AdjustRaceDamage( mChar, ourTarg, mWeapon, baseDamage, hitLoc, getFightSkill );
// Adjust for armour class weakness
if( serverData->CombatArmorClassDamageBonus() )
{
baseDamage = AdjustArmorClassDamage( mChar, ourTarg, mWeapon, baseDamage, hitLoc );
}
// Publish 5 (April 27, 2000 - UOR patch) had some changes to combat damage:
// The lumberjacking skill will provide a bonus to damage when the player is using one of the following axes.
// The higher the characters lumberjacking skill the more damage they will do up to a 25% bonus for 99.9 lumberjacking.
// At Grandmaster lumberjacking, the damage bonus is 35%.
// Axe
// Battle Axe
// Double Axe
// Executioner<65>s Axe
// Hatchet
// Large Battle Axe
// Two - handed Axe
// Publish 13 (Aug 19, 2001, during Third Dawn era) had some changes to combat damage: https://www.uoguide.com/Publish_13
// Hit points for players: (str/2) + 50
// Anatomy had a bug prior to this where damage bonus against players was doubled. After fixing this,
// the bonus from Anatomy was changed to 20% of Anatomy skill (against both monsters and players) for players
// with less than 100.0 Anatomy, and 30% of skill for players who reach 100.0 Anatomy.
// Lumberjack damage bonus for axe weapons using same formula as anatomy; 20% bonus up until 99.9 skillpoints, 30% for 100.0 skillpoints
// Special hits work on monsters as well as players
// NPCs can do special hits if they have anatomy and two-handed melee weapon equipped
// All special hits with 2-h weapons now base chance to go off on anatomy skill: Anatomy / 4
// Pre-casting re-enabled: Cannot equip anything while casting, after you cast a spell it will "time out" after 30 seconds,
// and can no longer target anything. During those 30 seconds, you can equip a weapon, attack with it, and still keep the stored spell.
// Upon releasing the spell you automatically unequip the weapon
// Publish 13 spell changes
// Spellbooks no longer required to be equipped to cast spells
// Players can gain wrestling and/or tactics skill while having spellbooks equipped
// Magic Arrow, Fireball, Lightning Bolt deal noticably more damage than before
// Energy Bolt, Explosion, Chain Lightning, Meteor Swarm and Flamestrike spells given small damage increase
// Lower reagent cost: Magic Arrow (1 Sulfurous Ash), Fireball (1 Black Pearl), Lightning (1 Mandrake Root, 1 Sulfurous Ash), Explosion (1 Bloodmoos, 1 Mandrake Root)
// Harm spell damage now scales inversely with distance to target; the closer to the target, the higher the damage
// From at least ML forward (https://web.archive.org/web/20080616071554/https://uo.stratics.com/content/arms-armor/combat.php)
// Tactics Damage Bonus% = Tactics <20> 1.6 (Add 6.25% if Tactics >= 100)
// Anatomy Damage Bonus% = (Anatomy <20> 2) + 5
// Lumberjack Damage Bonus% = Lumberjack <20> 5 (Add 10% if Lumberjacking >= 100)
// Strength Damage Bonus% = Strength * 0.3 (Add 5% if Strength >= 100)
// Final Damage Bonus% = Tactics Bonus + Anatomy Bonus + Lumber Bonus + Strangth Bonus + Damage Increase Items*
// Final Damage = Base Damage + (Base Damage * Final Damage Bonus%)
// * Damage Increase is capped at 100%.
// ToL/EJ source: https://www.uoguide.com/Damage_Calculations
// Strength Damage Bonus
if( serverData->ExpansionStrengthDamageBonus() >= ER_TD )
{
// Third Dawn expansion and later
if( mChar->GetStrength() >= 100 )
{
multiplier = static_cast<R32>( mChar->GetStrength() * 0.3) + 5;
}
else
{
multiplier = static_cast<R32>( mChar->GetStrength() * 0.3);
}
}
else
{
// Pre-publish 13 (T2A, UOR, early TD)
// Capped at 200 strength
auto strBonusPercent = 20;
multiplier = static_cast<R32>((( std::min( mChar->GetStrength(), static_cast<SI16>( 200 )) * strBonusPercent ) / 100 ) / 100 ) + 1;
}
// Tactics Damage Bonus
if( serverData->ExpansionTacticsDamageBonus() >= ER_AOS )
{
// Age of Shadows expansion and later
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 );
}
}
else
{
// Pre-AoS (pre-publish 13 (T2A, UOR, early TD))
// Tactics Damage Bonus (% = ( Tactics + 50 ))
multiplier += static_cast<R32>(( mChar->GetSkill( TACTICS ) + 500 ) / 10 );
}
// Anatomy Damage Bonus
if( serverData->ExpansionAnatomyDamageBonus() >= ER_ML )
{
// Mondain's Legacy expansion and later
if( mChar->GetSkill( ANATOMY ) >= 1000 )
{
multiplier += static_cast<R32>((( mChar->GetSkill( ANATOMY ) / 2 ) / 10 ) + 5 ); // 50% + 5 bonus damage at GM Skill or above,
}
else
{
multiplier += static_cast<R32>(( mChar->GetSkill( ANATOMY ) / 2 ) / 10 ); // Up to 50% bonus damage at 99.9 skillpoints or below
}
}
else if( serverData->ExpansionAnatomyDamageBonus() >= ER_TD )
{
// Third Dawn expansion and later
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
}
}
else
{
// Prior to Publish 13, Anatomy bonus was double against players (bug, not a feature)
if( ourTarg->IsNpc() ) // Anatomy PvM damage Bonus, % = ( Anat / 5 )
{
multiplier += static_cast<R32>((( mChar->GetSkill( ANATOMY ) / 10 ) / 5 ));
}
else // Anatomy PvP damage Bonus, % = ( Anat / 2.5 )
{
multiplier += static_cast<R32>((( mChar->GetSkill( ANATOMY ) / 10 ) / 2.5 ));
}
}
// Lumberjacking Damage Bonus
if( serverData->ExpansionLumberjackDamageBonus() >= ER_TD ) // Third Dawn expansion and later
{
if( serverData->ExpansionLumberjackDamageBonus() >= ER_HS && RandomNum( 1, 100 ) <= 10 )
{
// High Seas expansion and later
// Publish 69 added a 10% chance for a lumberjacking damage bonus of 100% from base weapon damage
// https://www.uoguide.com/Publish_69
multiplier += 100;
}
else
{
// Third Dawn Expansion (Publish 13) or later
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
}
}
}
else
{
// UO:R expansion
if( serverData->ExpansionLumberjackDamageBonus() == ER_UOR )
{
if( mChar->GetSkill( LUMBERJACKING ) >= 1000 )
{
multiplier += 35; // At GM skill the damage bonus is 35%.
}
else
{
multiplier += static_cast<R32>((( mChar->GetSkill( LUMBERJACKING ) / 10 ) / 4 )); // up to 25% bonus damage at 99.9 skillpoints or below
}
}
}
// Racial Bonus (Berserk), gargoyles gains +15% Damage Increase per each 20 HP lost
if( serverData->ExpansionRacialDamageBonus() >= ER_SA )
{
if( mChar->GetBodyType() == BT_GARGOYLE )
{
// Find out how much HP the gargoyle player has lost, in percentage
auto hpDifference = (( mChar->GetMaxHP() - mChar->GetHP() ) / mChar->GetMaxHP() ) * 100;
if( hpDifference > 20 )
{
// Add 15% damage bonus for each 20% HP lost
multiplier += std::min( static_cast<R32>( floor( static_cast<R32>( hpDifference / 20 )) * static_cast<R32>( 15 )), static_cast<R32>( 60 ));
}
}
}
// Where does this come from??
// 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;
}
}
if( serverData->ExpansionDamageBonusCap() >= ER_AOS )
{
// Cap damage at 300% higher than base damage
damage = std::min( damage, static_cast<R32>( baseDamage * 4 ));
}
return static_cast<SI16>( std::round( damage ));
}
//o------------------------------------------------------------------------------------------------o
//| Function - CHandleCombat::ApplyDefenseModifiers()
//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 = static_cast<R32>( baseDamage );
if( ValidateObject( mChar ))
{
attSkill = mChar->GetSkill( getFightSkill );
}
CSocket *targSock = ourTarg->GetSocket();
CItem *shield = GetShield( ourTarg );
auto serverData = cwmWorldState->ServerData();
switch( damageType )
{
case NONE: break; // No Armor protection
case PHYSICAL: // Physical damage
{
// Check Shield Defense
bool parrySuccess = false;
if( ValidateObject( shield ))
{
// Perform a skillcheck to potentially give player a skill increase
Skills->CheckSkill( ourTarg, PARRYING, 0, 1000 );
// Get parry skill value
UI16 defendParry = ourTarg->GetSkill( PARRYING );
if( serverData->ExpansionShieldParry() <= ER_T2A )
{
// T2A parry formula: parryChance = parrySkill / 2
// AR of shield is then used to absorb a portion of the potential damage dealt; 8 AR shield absorbs 8 damage
// Source https://forums.uosecondage.com/viewtopic.php?t=13478
R32 parryChance = static_cast<R32>(( defendParry / 2 ) / 10);
if( RandomNum( 1, 100 ) < parryChance )
{
parrySuccess = true;
}
}
else if( serverData->ExpansionShieldParry() < ER_AOS )
{
// 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)
R32 parryChance = (defendParry / 10 ) - ( shield->GetResist( PHYSICAL ) * 2 ); // or is it 1.33?
if( RandomNum( 1, 100 ) < parryChance )
{
parrySuccess = true;
}
}
else if( serverData->ExpansionShieldParry() >= ER_AOS )
{
// Post-AoS Parrying with Shield
UI16 defendBushido = ourTarg->GetSkill( BUSHIDO );
// % Chance = (Parrying - Bushido) / 4 (If less than 0, the chance is 0)
R32 parryChance = (( defendParry - defendBushido ) / 4 ) / 10;
if( defendParry >= 1000 || defendBushido >= 1000 )
{
parryChance += 5.0;
}
// Dexterity Modifier if dex is less than 80*: (80 - Dexterity) / 100 (If Dexterity is higher than 80, the modifier is 0)
// Final % Chance of blocking = Base Chance * (1 - Dexterity Modifier)
R32 dexModifier = ( ourTarg->GetDexterity() > 80 ? 0 : ( 80 - ourTarg->GetDexterity() ) / 100 );
parryChance *= ( 1 - dexModifier );
if( RandomNum( 1, 100 ) < parryChance )
{
parrySuccess = true;
}
}
/*else
{
// Old UOX3 parry chance
if( HalfRandomNum( defendParry ) >= HalfRandomNum( attSkill ))
parrySuccess = true;
}*/
if( parrySuccess )
{
// 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!
}
}
if( serverData->ExpansionShieldParry() <= ER_T2A )
{
// http://web.archive.org/web/19991009001809/http://uo.stratics.com/combat.htm
// 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( 1, 100 )) // 20% chance by default
{
shield->IncHP( shieldDamage );
}
}
else if( serverData->ExpansionShieldParry() < ER_AOS )
{
// Pre-AoS/LBR/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( 1, 100 )) // 20% chance by default
{
shield->IncHP( shieldDamage );
}
}
else if( serverData->ExpansionShieldParry() >= ER_AOS )
{
// Block attack completely
damage = 0;
getDef = 0;
if( serverData->ExpansionShieldParry() >= ER_ML )
{
// If you successfully parry a blow, shield has 20% chance to take a point of damage
// Unless attacker's weapon is a mace, in which case chance to take a point of damage is 75%
bool damageShield = false;
if( getFightSkill == MACEFIGHTING )
{
damageShield = ( RandomNum( 1, 4 ) < 4 ); // 75% chance
}
else
{
damageShield = ( RandomNum( 1, 5 ) == 1 ); // 20% chance
}
if( damageShield )
{
shield->IncHP( shieldDamage );
}
}
}
/*else
{
// Old Pre-AoS (LBR, ~Publish 15) block with shield
damage -= HalfRandomNum( shield->GetResist( PHYSICAL ));
getDef = HalfRandomNum( CalcDef( ourTarg, hitLoc, doArmorDamage, PHYSICAL ));
// Apply damage to shield from parrying action?
if( cwmWorldState->ServerData()->CombatParryDamageChance() >= RandomNum( 1, 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();
}
}
}
else if( serverData->ExpansionWeaponParry() >= ER_AOS )
{
// Let's check if character can parry with weapon via Bushido skill
CItem *mWeapon = GetWeapon( ourTarg );
if( mWeapon )
{
// Perform a skillcheck for Bushido regardless of weapon equipped
Skills->CheckSkill( ourTarg, BUSHIDO, 0, 1000 );
// Fetch relevant skill values
UI16 defendParry = ourTarg->GetSkill( PARRYING );
UI16 defendBushido = ourTarg->GetSkill( BUSHIDO );
R32 parryChance = 0;
R32 dividerValue = 48000; // default for 1H weapon
if( mWeapon->GetLayer() == IL_LEFTHAND )
{
dividerValue = 41140;
}
// New = (Parrying * 10) * (Bushido * 10) / dividerValue (Add 5% if Parrying or Bushido skill is 100 or above)
R32 parryChanceNew = ( defendParry * defendBushido ) / dividerValue;
if( defendParry >= 1000 || defendBushido >= 1000 )
{
parryChanceNew += 50;
}
// Legacy = (Parrying * 10) / 80 (Add 5% if Parrying skill if 100 or above)
R32 parryChanceLegacy = static_cast<R32>( defendParry / 80 );
if( defendParry >= 1000 )
{
parryChanceLegacy += 50;
}
// % Chance = Whichever is highest of the New and the Legacy formula.
parryChance = std::max( parryChanceNew, parryChanceLegacy );
// Dexterity Modifier if dex is less than 80*: (80 - Dexterity) / 100 (If Dexterity is higher than 80, the modifier is 0)
// Final % Chance of blocking = Base Chance * (1 - Dexterity Modifier)
R32 dexModifier = ( ourTarg->GetDexterity() > 80 ? 0 : ( 80 - ourTarg->GetDexterity() ) / 100 );
parryChance *= ( 1 - dexModifier );
// Check if parrying succeedes
if( RandomNum( 0, 1000 ) < parryChance )
{
// Successfully parried! Block attack completely
getDef = 0;
damage = 0;
// Play parrying FX
Effects->PlayStaticAnimation( ourTarg, 0x37b9, 10, 16 );
if( cwmWorldState->ServerData()->CombatDisplayHitMessage() && targSock != NULL )
{
targSock->SysMessage( 1982 ); // You parry the attack!
}
if( serverData->ExpansionWeaponParry() >= ER_ML )
{
// If parrying with a weapon, 5% chance weapon will take 1 point of damage
// Unless attacker has a mace weapon, then chance is 75% to take 1 point of damage
bool damageWeapon = false;
if( getFightSkill == MACEFIGHTING )
{
damageWeapon = ( RandomNum( 1, 4 ) < 4 ); // 75% chance
}
else
{
damageWeapon = ( RandomNum( 1, 20 ) == 1 ); // 5% chance
}
// Apply damage to weapon from parrying action?
if( damageWeapon )
{
mWeapon->IncHP( -1 );
}
}
else
{
// Apply damage to weapon from parrying action?
if( !RandomNum( 0, 5 )) // 16.6% chance of weapon damage when parrying
{
mWeapon->IncHP( -1 );
}
}
// Destroy weapon if it ran out of hitpoints
if( mWeapon->GetHP() <= 0 )
{
if( targSock != NULL )
{
targSock->SysMessage( 1983 ); // Your weapon has been destroyed!
}
mWeapon->Delete();
}
}
}
else if( serverData->ExpansionWrestlingParry() >= ER_TOL && !cwmWorldState->creatures[ourTarg->GetId()].IsHuman() )
{
// In Publish 97, all NPC creatures with Wrestling skill of 100.0 or higher were given a chance to parry attacks
// https://www.uoguide.com/Publish_97
R32 parryChance = 0;
UI16 defendWrestling = ourTarg->GetSkill( WRESTLING );
if( defendWrestling >= 1000 )
{
// ~12.5% chance for a NPC creature with GM Wrestling to parry an attack
// TODO Turn the wrestling parry chance into a ini setting
parryChance = HalfRandomNum( defendWrestling ) / 8;
if( RandomNum( 0, 1000 ) < parryChance )
{
damage = 0;
getDef = 0;
// Play parrying FX
Effects->PlayStaticAnimation( ourTarg, 0x37b9, 10, 16 );
}
}
}
}
// 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 = static_cast<SI16>( std::round(( static_cast<R32>( baseDamage ) - ( static_cast<R32>( baseDamage ) * damageModifier ))));
break;
default: // Elemental damage
getDef = HalfRandomNum( CalcDef( ourTarg, hitLoc, doArmorDamage, damageType ));
break;
}
if( getDef > 0 )
{
damage -= static_cast<R32>(( static_cast<R32>( getDef ) * static_cast<R32>( attSkill )) / 750 );
}
return static_cast<SI16>( std::round( damage ));
}
//o------------------------------------------------------------------------------------------------o
//| Function - CHandleCombat::CalcDamage()
//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 = CalcAttackPower( 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 LBR (Pub15) or earlier
if( cwmWorldState->ServerData()->ExpansionCoreShardEra() <= ER_LBR )
{
damage /= 2;
}
// Divide damage dealt by NPCs to players by NPCDAMAGERATE value in uox.ini
if( mChar->IsNpc() && !ourTarg->IsNpc() )
{
damage /= cwmWorldState->ServerData()->CombatNpcDamageRate();
}
return damage;
}
//o------------------------------------------------------------------------------------------------o
//| Function - CHandleCombat::HandleCombat()
//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, static_cast<SI32>( mChar.GetSkill( getFightSkill )));
//Defender Skill values
CItem *defWeapon = GetWeapon( ourTarg );
const UI08 getTargetSkill = GetCombatSkill( defWeapon );
const UI16 defendSkill = std::min( 1000, static_cast<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 != nullptr )
{
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;
}
}
}
}
// Allow longer range in combat based on weapon's maxRange
if( !checkDist && mWeapon != nullptr && ValidateObject( mWeapon ) && mWeapon->GetMaxRange() > 1 )
{
// Check line of sight and Z differences if weapon's max range is higher than 1 tile
checkDist = ( ourDist <= mWeapon->GetMaxRange() && abs( mChar.GetZ() - ourTarg->GetZ() ) <= 15 && 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 && mChar.GetNpcWander() != WT_SCARED )
{
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, ourTarg, ammoFX, 0x08, 0x00, 0x00, static_cast<UI32>( ammoFXHue ), static_cast<UI32>( ammoFXRender ));
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 )
{
mChar.SetTimer( tCHAR_TIMEOUT, BuildTimeValue( GetCombatTimeout( &mChar )));
mSock->SysMessage( 309 ); // You are out of ammunitions!
}
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, static_cast<SI32>(( getDefTactics * 1.25 ) + 100 )));
// Calculate Hit Chance
R32 hitChance = 0;
switch( cwmWorldState->ServerData()->ExpansionCombatHitChance() )
{
case ER_T2A: // T2A - The Second Age
case ER_UOR: // UOR - Renaissance
case ER_TD: // TD - Third Dawn
case ER_LBR: // LBR - Lord Blackthorn's Revenge (Publish 15)
// FORMULA: ( Attacker's skill + 50 / ((defender's skill + 50 )* 2 )) * 100
hitChance = static_cast<R32>((( static_cast<R64>( attackSkill ) + 500.0 ) / (( static_cast<R64>( 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( cwmWorldState->ServerData()->ExpansionCoreShardEra() >= ER_UOR && getFightSkill == ARCHERY )
{
hitChance += cwmWorldState->ServerData()->CombatArcheryHitBonus();
}
break;
case ER_AOS: // AoS - Age of Shadows
case ER_SE: // SE - Samurai Empire
case ER_ML: // ML - Mondain's Legacy
case ER_SA: // SA - Stygian Abyss
case ER_HS: // HS - High Seas
case ER_TOL: // ToL - Time of Legends
default:
// FORMULA: Hit Chance% = (( [Attacker's Combat Ability + 20] * [100% + Attacker's Hit Chance Increase] ) divided by
// ( [Defender's Combat Ability + 20] * [100% + Defender's Defense Chance Increase] * 2 )) * 100
// For AoS and higher, always give attacker at least 2% chance to hit
R32 attHitChanceBonus = 0;
R32 defDefenseChanceBonus = 0;
R32 maxAttHitChanceBonus = 45;
if( cwmWorldState->ServerData()->ExpansionCombatHitChance() >= ER_SA && mChar.GetBodyType() == BT_GARGOYLE )
{
// If attacker is a Gargoyle player, and ExpansionCombatHitChance is ER_SA or higher, use 50 as hitchance bonus cap instead of 45
maxAttHitChanceBonus = 50;
}
// Fetch bonuses to hitChance/defenseChance from AoS item properties, when implemented
//attHitChanceBonus = GetAttackerHitChanceBonus();
//defDefenseChanceBonus = GetDefenderDefenseChanceBonus();
R32 attackerHitChance = ( static_cast<R32>( attackSkill / 10 ) + 20 ) * ( 100 + std::min( attHitChanceBonus, static_cast<R32>( maxAttHitChanceBonus )));
R32 defenderDefenseChance = ( static_cast<R32>( defendSkill / 10 ) + 20 ) * ( 100 + std::min( defDefenseChanceBonus, static_cast<R32>( 45 )));
hitChance = ( attackerHitChance / ( defenderDefenseChance * 2 )) * 100;
// Always leave at least 2% chance to hit
if( hitChance < 2 )
{
hitChance = 2;
}
else if( hitChance > 100 )
{
hitChance = 100;
}
break;
}
skillPassed = ( RandomNum( 1, 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() )
{
auto doPoison = true;
if( !mChar.IsNpc() && cwmWorldState->ServerData()->YoungPlayerSystem() && !ourTarg->IsNpc() && ourTarg->GetAccount().wFlags.test( AB_FLAGS_YOUNG ))
{
doPoison = false;
if( targSock != nullptr )
{
targSock->SysMessage( 18735 ); // You would have been poisoned, were you not new to the land of Britannia. Be careful in the future.
}
}
else if( !mChar.IsNpc() && cwmWorldState->ServerData()->YoungPlayerSystem() && !mChar.IsNpc() && mChar.GetAccount().wFlags.test( AB_FLAGS_YOUNG ) )
{
doPoison = false;
if( mSock != nullptr )
{
ourTarg->TextMessage( mSock, 18738, TALK, false ); // * The poison seems to have no effect. *
}
}
if( doPoison )
{
// 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 ); // You have been poisoned!
}
}
}
}
// 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 );
ourTarg->Dirty( UT_UPDATE );
targSock->SysMessage( 306 ); // Your concentration has been broken.
}
}
// Reactive Armor
if( ourTarg->GetReactiveArmour() )
{
SI32 retDamage = static_cast<SI32>( ourDamage * ( ourTarg->GetSkill( MAGERY ) / 2000.0 ));
if( ourTarg->Damage( ourDamage - retDamage, PHYSICAL, &mChar ))
{
if( ourTarg->IsNpc() && !mChar.IsNpc() )
{
// Divide reactive damage dealt by NPCs to players by NPCDAMAGERATE value in uox.ini
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 );
}
}
}
// Refresh aggressor flag timestamp, if it exists
if( mChar.CheckAggressorFlag( ourTarg->GetSerial() ))
{
mChar.UpdateAggressorFlagTimestamp( ourTarg->GetSerial() );
}
}
return true;
}
//o------------------------------------------------------------------------------------------------o
//| Function - QuickSwitch()
//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 - CHandleCombat::CastSpell()
//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 - CHandleCombat::HandleNPCSpellAttack()
//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;
}
// Refresh aggressor flag timestamp, if it exists
if( npcAttack->CheckAggressorFlag( cDefend->GetSerial() ))
{
npcAttack->UpdateAggressorFlagTimestamp( cDefend->GetSerial() );
}
bool monsterAreaCastAnim = false;
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:
if( npcAttack->GetIntelligence() > cDefend->GetIntelligence() )
{
CastSpell( npcAttack, cDefend, 37 ); // Mind Blast
break;
}
else
{
// Avoid dumb caster NPCs from killing themselves, and fallthrough to next spell in list instead
[[fallthrough]];
}
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 ); monsterAreaCastAnim = true; break; // Chain Lightning
case 2: CastSpell( npcAttack, cDefend, 51 ); monsterAreaCastAnim = true; break; // Flamestrike
case 3: CastSpell( npcAttack, cDefend, 55 ); monsterAreaCastAnim = true; break; // Meteor Swarm
}
break;
case 8:
CastSpell( npcAttack, cDefend, 57 ); // Earthquake
monsterAreaCastAnim = true;
// case 2: break; //CastSpell( npcAttack, cDefend, 58 ); // Energy Vortex
break;
// 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
monsterAreaCastAnim = true;
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 )
{
// "Human" casting
CSpellInfo curSpellCasting = Magic->spells[npcAttack->GetSpellCast()];
Effects->PlaySpellCastingAnimation( npcAttack, curSpellCasting.Action(), false, false ); // do the action
npcAttack->SetTimer( tNPC_MOVETIME, BuildTimeValue( 0.75 ));
}
else
{
// Monster casting
Effects->PlaySpellCastingAnimation( npcAttack, 0, true, monsterAreaCastAnim );
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 - CHandleCombat::GetCombatTimeout()
//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 = static_cast<R32>( static_cast<R32>( std::min( statOffset, static_cast<SI16>( 300 ))) + 100 );
}
else
{
getDelay = static_cast<R32>( static_cast<R32>( std::min( statOffset, static_cast<SI16>( 100 ))) + 100 );
}
SI32 getOffset = 0;
SI32 baseValue = ( cwmWorldState->ServerData()->ExpansionCoreShardEra() <= ER_LBR ) ? 15000 :
(( cwmWorldState->ServerData()->ExpansionCoreShardEra() < ER_ML ) ? 80000 : 40000 );
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 = (( static_cast<SI32>( mChar->GetSkill( WRESTLING ) / 200 )) * 5 ) + 30;
}
else
{
getOffset = 50;
}
}
SI32 speedBonus = mChar->GetSwingSpeedIncrease();
// Swing Speed Increase Cap per AOS
if ( speedBonus > cwmWorldState->ServerData()->SwingSpeedIncreaseCap() )
{
speedBonus = cwmWorldState->ServerData()->SwingSpeedIncreaseCap();
}
//Allow faster strikes on fleeing targets
if( ValidateObject( ourTarg ))
{
if( ourTarg->GetNpcWander() == WT_FLEE || ourTarg->GetNpcWander() == WT_SCARED )
{
baseValue = ( cwmWorldState->ServerData()->ExpansionCoreShardEra() <= ER_LBR ) ? 10000 :
(( cwmWorldState->ServerData()->ExpansionCoreShardEra() < ER_ML ) ? 53333 : 26680 );
}
}
R32 globalAttackSpeed = cwmWorldState->ServerData()->GlobalAttackSpeed(); //Defaults to 1.0
if( cwmWorldState->ServerData()->ExpansionCoreShardEra() <= ER_LBR )
{
// Weapon swing delay in LBR and earlier
getDelay = baseValue / ( getDelay * getOffset * ( 1 + speedBonus / static_cast<float>( 10 ) )) / globalAttackSpeed;
}
else if( cwmWorldState->ServerData()->ExpansionCoreShardEra() < ER_ML )
{
// Weapon swing delay in SE and earlier
getDelay = ( baseValue / ( getDelay * getOffset * ( 1 + speedBonus / static_cast<float>( 10 ) )) / 4 - 0.5 ) / globalAttackSpeed;
}
else
{
// Weapon swing delay in ML or later
getDelay = ( baseValue / ( getDelay * getOffset * ( 1 + speedBonus / static_cast<float>( 10 ) )) * 0.5 ) / globalAttackSpeed;
}
return getDelay;
}
//o------------------------------------------------------------------------------------------------o
//| Function - CHandleCombat::InvalidateAttacker()
//| 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;
}
}
}
// Do the same for the opposite party in combat
if( ValidateObject( ourTarg ))
{
scriptTriggers.clear();
scriptTriggers = ourTarg->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( ourTarg, mChar ) == 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 ); // Thou have suffered thy punishment, scoundrel.
}
if( ValidateObject( ourTarg ) && ourTarg->GetTarg() == mChar )
{
ourTarg->SetTarg( nullptr );
if( ourTarg->GetAttacker() == mChar )
{
ourTarg->SetAttacker( nullptr );
}
// Only remove aggressor flags if aggressor timer has expired
[[maybe_unused]] bool retVal1 = ourTarg->CheckAggressorFlag( mChar->GetSerial() );
[[maybe_unused]] bool retVal2 = mChar->CheckAggressorFlag( ourTarg->GetSerial() );
if( ourTarg->IsAtWar() && ourTarg->IsNpc() )
{
ourTarg->ToggleCombat(); // What if character is fighting OTHER characters than mChar as well?
}
}
mChar->SetTarg( nullptr );
CChar *attAttacker = mChar->GetAttacker();
if( ValidateObject( attAttacker ))
{
if( attAttacker->GetAttacker() == mChar )
{
attAttacker->SetAttacker( nullptr );
}
// Check and remove aggressor flags if aggressor timer has expired
[[maybe_unused]] bool retVal1 = attAttacker->CheckAggressorFlag( mChar->GetSerial() );
[[maybe_unused]] bool retVal2 = mChar->CheckAggressorFlag( attAttacker->GetSerial() );
}
mChar->SetAttacker( nullptr );
if( mChar->IsAtWar() && mChar->IsNpc() )
{
mChar->ToggleCombat(); // What if mChar is in combat with other characters?
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CHandleCombat::Kill()
//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 - CHandleCombat::CombatLoop()
//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 && !ourTarg->IsEvading() )
{
if( CharInRange( &mChar, ourTarg ))
{
CItem *equippedWeapon = GetWeapon( &mChar );
if( ValidateObject( equippedWeapon ) && equippedWeapon->GetMaxRange() > 1 )
{
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 if(( mChar.IsNpc() && mChar.IsAtWar() ) || ( !mChar.IsNpc() && !mChar.IsPassive() )) // Don't trigger for players who are marked as passive combatants
{
combatHandled = HandleCombat( mSock, mChar, ourTarg );
}
if( mChar.IsAtWar() && mChar.GetNpcWander() != WT_SCARED && ( !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 ); // Halt, scoundrel!
}
else
{
if( !ObjInRange( &mChar, ourTarg, DIST_COMBATRESETRANGE ))
{
InvalidateAttacker( &mChar );
}
else
{
validTarg = true;
}
}
}
}
if( !validTarg )
{
mChar.SetTarg( nullptr );
mChar.SetAttacker( nullptr );
if( mChar.IsAtWar() && mChar.IsNpc() )
{
mChar.ToggleCombat();
}
}
else if( combatHandled )
{
mChar.SetTimer( tCHAR_TIMEOUT, BuildTimeValue( GetCombatTimeout( &mChar )));
}
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CHandleCombat::SpawnGuard()
//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 ))
return;
if( targChar->IsDead() || targChar->IsInvulnerable() )
return;
auto targRegion = mChar->GetRegion();
if( !targRegion->IsGuarded() || !cwmWorldState->ServerData()->GuardsStatus() )
return;
auto reUseGuard = false;
CChar *getGuard = nullptr;
auto toCheck = MapRegion->GetMapRegion( mChar );
if( toCheck )
{
auto regChars = toCheck->GetCharList();
for( const 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->AddAggressorFlag( targChar->GetSerial() );
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 ); // Thou shalt regret thine actions, swine!
}
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CHandleCombat::PetGuardAttack()
//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->GetGuardingFollower( 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 ); // Your pet refuses to attack his friend!
}
}
}
}