Beispiel #1
0
//we need this function to immediately determine, after we receive OP_Fishing, if we can even try to fish, otherwise we have to wait a while to get the failure
bool Client::CanFish() {
	//make sure we still have a fishing pole on:
	const ItemInst* Pole = m_inv[MainPrimary];
	int32 bslot = m_inv.HasItemByUse(ItemTypeFishingBait, 1, invWhereWorn|invWherePersonal);
	const ItemInst* Bait = nullptr;
	if (bslot != INVALID_INDEX)
		Bait = m_inv.GetItem(bslot);

	if(!Pole || !Pole->IsType(ItemClassCommon) || Pole->GetItem()->ItemType != ItemTypeFishingPole) {
		if (m_inv.HasItemByUse(ItemTypeFishingPole, 1, invWhereWorn|invWherePersonal|invWhereBank|invWhereSharedBank|invWhereTrading|invWhereCursor))	//We have a fishing pole somewhere, just not equipped
			Message_StringID(MT_Skills, FISHING_EQUIP_POLE);	//You need to put your fishing pole in your primary hand.
		else	//We don't have a fishing pole anywhere
			Message_StringID(MT_Skills, FISHING_NO_POLE);	//You can't fish without a fishing pole, go buy one.
		return false;
	}

	if (!Bait || !Bait->IsType(ItemClassCommon) || Bait->GetItem()->ItemType != ItemTypeFishingBait) {
		Message_StringID(MT_Skills, FISHING_NO_BAIT);	//You can't fish without fishing bait, go buy some.
		return false;
	}

	if(zone->zonemap != nullptr && zone->watermap != nullptr && RuleB(Watermap, CheckForWaterWhenFishing)) {

		glm::vec3 rodPosition;
		// Tweak Rod and LineLength if required
		const float RodLength = RuleR(Watermap, FishingRodLength);
		const float LineLength = RuleR(Watermap, FishingLineLength);
		int HeadingDegrees;

		HeadingDegrees = (int) ((GetHeading()*360)/256);
		HeadingDegrees = HeadingDegrees % 360;

		rodPosition.x = m_Position.x + RodLength * sin(HeadingDegrees * M_PI/180.0f);
		rodPosition.y = m_Position.y + RodLength * cos(HeadingDegrees * M_PI/180.0f);

		// Do BestZ to find where the line hanging from the rod intersects the water (if it is water).
		// and go 1 unit into the water.
		glm::vec3 dest;
		dest.x = rodPosition.x;
		dest.y = rodPosition.y;
		dest.z = m_Position.z+10;

		rodPosition.z = zone->zonemap->FindBestZ(dest, nullptr) + 4;
		bool in_lava = zone->watermap->InLava(rodPosition);
		bool in_water = zone->watermap->InWater(rodPosition) || zone->watermap->InVWater(rodPosition);
		//Message(0, "Rod is at %4.3f, %4.3f, %4.3f, InWater says %d, InLava says %d", RodX, RodY, RodZ, in_water, in_lava);
		if (in_lava) {
			Message_StringID(MT_Skills, FISHING_LAVA);	//Trying to catch a fire elemental or something?
			return false;
		}
		if((!in_water) || (m_Position.z-rodPosition.z)>LineLength) {	//Didn't hit the water OR the water is too far below us
			Message_StringID(MT_Skills, FISHING_LAND);	//Trying to catch land sharks perhaps?
			return false;
		}
	}
	return true;
}
Beispiel #2
0
bool Mob::CanSpawnAura(bool trap)
{
	if (trap && !HasFreeTrapSlots()) {
		Message_StringID(MT_SpellFailure, NO_MORE_TRAPS);
		return false;
	} else if (!trap && !HasFreeAuraSlots()) {
		Message_StringID(MT_SpellFailure, NO_MORE_AURAS);
		return false;
	}

	return true;
}
Beispiel #3
0
void Client::LearnRecipe(uint32 recipeID)
{
	std::string query = StringFormat("SELECT tr.name, crl.madecount "
                                    "FROM tradeskill_recipe AS tr "
                                    "LEFT JOIN (SELECT recipe_id, madecount "
                                    "FROM char_recipe_list WHERE char_id = %u) AS crl "
                                    "ON tr.id = crl.recipe_id "
                                    "WHERE tr.id = %u ;", CharacterID(), recipeID);
    auto results = database.QueryDatabase(query);
	if (!results.Success()) {
		return;
	}

	if (results.RowCount() != 1) {
		Log.Out(Logs::General, Logs::Normal, "Client::LearnRecipe - RecipeID: %d had %d occurences.", recipeID, results.RowCount());
		return;
	}

	auto row = results.begin();

	if (row[0] == nullptr)
        return;

	// Only give Learn message if character doesn't know the recipe
    if (row[1] != nullptr)
        return;

    Message_StringID(4, TRADESKILL_LEARN_RECIPE, row[0]);
    // Actually learn the recipe now
	query = StringFormat("INSERT INTO char_recipe_list "
                        "SET recipe_id = %u, char_id = %u, madecount = 0 "
                        "ON DUPLICATE KEY UPDATE madecount = madecount;",
                        recipeID, CharacterID());
    results = database.QueryDatabase(query);
}
Beispiel #4
0
bool Client::UseDiscipline(uint8 disc_id)
{
    // Dont let client waste a reuse timer if they can't use the disc
    if (IsStunned() || IsFeared() || IsMezzed() || IsAmnesiad() || IsPet())
    {
        return(false);
    }

    //Check the disc timer
    uint32 remain = p_timers.GetRemainingTime(pTimerDisciplineReuseStart);
    if(remain > 0 && !GetGM())
    {
        char val1[20]= {0};
        char val2[20]= {0};
        Message_StringID(CC_User_Disciplines, DISCIPLINE_CANUSEIN, ConvertArray((remain)/60,val1), ConvertArray(remain%60,val2));
        return(false);
    }

    bool active = disc_ability_timer.Enabled();
    if(active)
    {
        Message(CC_User_Disciplines, "You must wait before using this discipline."); //find correct message
        return(false);
    }

    //can we use the disc? the client checks this for us, but we should also confirm server side.
    uint8 level_to_use = DisciplineUseLevel(disc_id);
    if(level_to_use > GetLevel() || level_to_use == 0) {
        Message_StringID(CC_User_Disciplines, DISC_LEVEL_USE_ERROR);
        return(false);
    }

    // Disciplines with no ability timer (ashenhand, silentfist, thunderkick, and unholyaura) will remain on the player until they either
    // use the skill the disc affects successfully, camp/zone, or attempt to use another disc. If we're here, clear that disc so they can
    // cast a new one.
    if(GetActiveDisc() != 0)
    {
        Log.Out(Logs::General, Logs::Discs, "Clearing disc %d so that disc %d can be cast.", GetActiveDisc(), disc_id);
        FadeDisc();
    }

    //cast the disc
    if(CastDiscipline(disc_id, level_to_use))
        return(true);
    else
        return(false);
}
Beispiel #5
0
void Client::SetLeadershipEXP(uint32 group_exp, uint32 raid_exp) {
	while(group_exp >= GROUP_EXP_PER_POINT) {
		group_exp -= GROUP_EXP_PER_POINT;
		m_pp.group_leadership_points++;
		Message_StringID(MT_Leadership, GAIN_GROUP_LEADERSHIP_POINT);
	}
	while(raid_exp >= RAID_EXP_PER_POINT) {
		raid_exp -= RAID_EXP_PER_POINT;
		m_pp.raid_leadership_points++;
		Message_StringID(MT_Leadership, GAIN_RAID_LEADERSHIP_POINT);
	}
	
	m_pp.group_leadership_exp = group_exp;
	m_pp.raid_leadership_exp = raid_exp;
	
	SendLeadershipEXPUpdate();
}
Beispiel #6
0
void Client::LearnRecipe(uint32 recipeID)
{
	char *query = 0;
	uint32 qlen;
	uint32 qcount = 0;
	char errbuf[MYSQL_ERRMSG_SIZE];
	MYSQL_RES *result;
	MYSQL_ROW row;
	
	qlen = MakeAnyLenString(&query, "SELECT tr.name, crl.madecount "
		" FROM tradeskill_recipe as tr "
		" LEFT JOIN (SELECT recipe_id, madecount FROM char_recipe_list WHERE char_id = %u) AS crl "
		"  ON tr.id = crl.recipe_id "
		" WHERE tr.id = %u ;", CharacterID(), recipeID);
	
	if (!database.RunQuery(query, qlen, errbuf, &result)) {
		LogFile->write(EQEMuLog::Error, "Error in Client::LearnRecipe query '%s': %s", query, errbuf);
		safe_delete_array(query);
		return;
	}
	
	qcount = mysql_num_rows(result);
	if (qcount != 1) {
		LogFile->write(EQEMuLog::Normal, "Client::LearnRecipe - RecipeID: %d had %d occurences.", recipeID, qcount);
		mysql_free_result(result);
		safe_delete_array(query);
		return;
	}
	safe_delete_array(query);

	row = mysql_fetch_row(result);
	
	if (row != NULL && row[0] != NULL) {
		// Only give Learn message if character doesn't know the recipe
		if (row[1] == NULL) {
			Message_StringID(4, TRADESKILL_LEARN_RECIPE, row[0]);
			// Actually learn the recipe now
			qlen = MakeAnyLenString(&query, "INSERT INTO char_recipe_list "
				" SET recipe_id = %u, char_id = %u, madecount = 0 "
				" ON DUPLICATE KEY UPDATE madecount = madecount;"
			, recipeID, CharacterID());

			if (!database.RunQuery(query, qlen, errbuf)) {
				LogFile->write(EQEMuLog::Error, "Error in LearnRecipe query '%s': %s", query, errbuf);
			}
			safe_delete_array(query);
		}
	}
	
	mysql_free_result(result);
	
}
Beispiel #7
0
//returns true on success
bool Client::TradeskillExecute(DBTradeskillRecipe_Struct *spec) {
 	if(spec == NULL)
		return(false);
	
	uint16 user_skill = GetSkill(spec->tradeskill);
	float chance = 0.0;
	float skillup_modifier = 0.0;
	int16 thirdstat = 0;
	int16 stat_modifier = 15;
	uint16 success_modifier = 0;

	// Rework based on the info on eqtraders.com
	// http://mboards.eqtraders.com/eq/showthread.php?t=22246
	// 09/10/2006 v0.1 (eq4me)
	// 09/11/2006 v0.2 (eq4me)
	// Todo:
	//     Implementing AAs
	//     Success modifiers based on recipes
	//     Skillup modifiers based on the rarity of the ingredients

	// Some tradeskills are more eqal then others. ;-)
	// If you want to customize the stage1 success rate do it here.
    // Remember: skillup_modifier is (float). Lower is better
	switch(spec->tradeskill) {
	case FLETCHING:
	case ALCHEMY:
	case JEWELRY_MAKING:
	case POTTERY:
		skillup_modifier = 4;
		break;
	case BAKING:
	case BREWING:
		skillup_modifier = 3;
		break;
	case RESEARCH:
		skillup_modifier = 1;
		break;
	default:
		skillup_modifier = 2;
		break;
	}

	// Some tradeskills take the higher of one additional stat beside INT and WIS
	// to determine the skillup rate. Additionally these tradeskills do not have an
	// -15 modifier on their statbonus.
	if (spec->tradeskill ==  FLETCHING || spec->tradeskill == MAKE_POISON) {
		thirdstat = GetDEX();
		stat_modifier = 0;
	} else if (spec->tradeskill == BLACKSMITHING) {
		thirdstat = GetSTR();
		stat_modifier = 0;
	}
	
	int16 higher_from_int_wis = (GetINT() > GetWIS()) ? GetINT() : GetWIS();
	int16 bonusstat = (higher_from_int_wis > thirdstat) ? higher_from_int_wis : thirdstat;
	
	vector< pair<uint32,uint8> >::iterator itr;


    //calculate the base success chance
	// For trivials over 68 the chance is (skill - 0.75*trivial) +51.5
    // For trivial up to 68 the chance is (skill - trivial) + 66
	if (spec->trivial >= 68) {
		chance = (user_skill - (0.75*spec->trivial)) + 51.5;
	} else {
		chance = (user_skill - spec->trivial) + 66;
	}
	
	int16 over_trivial = (int16)GetRawSkill(spec->tradeskill) - (int16)spec->trivial;

	//handle caps
	if(spec->nofail) {
		chance = 100;	//cannot fail.
		_log(TRADESKILLS__TRACE, "...This combine cannot fail.");
	} else if(over_trivial >= 0) {
		// At reaching trivial the chance goes to 95% going up an additional
		// percent for every 40 skillpoints above the trivial.
		// The success rate is not modified through stats.
		// Mastery AAs are unaccounted for so far.
		// chance_AA = chance + ((100 - chance) * mastery_modifier)
		// But the 95% limit with an additional 1% for every 40 skill points
		// above critical still stands.
		// Mastery modifier is: 10%/25%/50% for rank one/two/three
		chance = 95.0f + (float(user_skill - spec->trivial) / 40.0f);
		Message_StringID(MT_Emote, TRADESKILL_TRIVIAL);
	} else if(chance < 5) {
		// Minimum chance is always 5
		chance = 5;
	} else if(chance > 95) {
		//cap is 95, shouldent reach this before trivial, but just in case.
		chance = 95;
	}
	
	_log(TRADESKILLS__TRACE, "...Current skill: %d , Trivial: %d , Success chance: %f percent", user_skill , spec->trivial , chance);
	_log(TRADESKILLS__TRACE, "...Bonusstat: %d , INT: %d , WIS: %d , DEX: %d , STR: %d", bonusstat , GetINT() , GetWIS() , GetDEX() , GetSTR());
	
	float res = MakeRandomFloat(0, 99);
	int AAChance = 0;

	//AA modifiers
	//can we do this with nested switches?
	if(spec->tradeskill == ALCHEMY){
		switch(GetAA(aaAlchemyMastery)){
		case 1:
			AAChance = 10;
			break;
		case 2:
			AAChance = 25;
			break;
		case 3:
			AAChance = 50;
			break;
		}
	}

	if(spec->tradeskill == JEWELRY_MAKING){
		switch(GetAA(aaJewelCraftMastery)){
		case 1:
			AAChance = 10;
			break;
		case 2:
			AAChance = 25;
			break;
		case 3:
			AAChance = 50;
			break;
		}
	}
      const Item_Struct* item = NULL;

	if (spec->tradeskill == BLACKSMITHING) {
		switch(GetAA(aaBlacksmithingMastery)) {
		case 1:
			AAChance = 10;
			break;
		case 2:
			AAChance = 25;
			break;
		case 3:
			AAChance = 50;
			break;
		}
	}

	if (spec->tradeskill == BAKING) {
		switch(GetAA(aaBakingMastery)) {
		case 1:
			AAChance = 10;
			break;
		case 2:
			AAChance = 25;
			break;
		case 3:
			AAChance = 50;
			break;
		}
	}

	if (spec->tradeskill == BREWING) {
		switch(GetAA(aaBrewingMastery)) {
		case 1:
			AAChance = 10;
			break;
		case 2:
			AAChance = 25;
			break;
		case 3:
			AAChance = 50;
			break;
		}
	}

	if (spec->tradeskill == FLETCHING) {
		switch(GetAA(aaFletchingMastery2)) {
		case 1:
			AAChance = 10;
			break;
		case 2:
			AAChance = 25;
			break;
		case 3:
			AAChance = 50;
			break;
		}
	}

	if (spec->tradeskill == POTTERY) {
		switch(GetAA(aaPotteryMastery)) {
		case 1:
			AAChance = 10;
			break;
		case 2:
			AAChance = 25;
			break;
		case 3:
			AAChance = 50;
			break;
		}
	}

	if (spec->tradeskill == TAILORING) {
		switch(GetAA(aaTailoringMastery)) {
		case 1:
			AAChance = 10;
			break;
		case 2:
			AAChance = 25;
			break;
		case 3:
			AAChance = 50;
			break;
		}
	}
	
	if (spec->tradeskill == RESEARCH) {
		switch(GetAA(aaArcaneTongues)) {
		case 1:
			AAChance = 10;
			break;
		case 2:
			AAChance = 25;
			break;
		case 3:
			AAChance = 50;
			break;
		}
	}

	if (((spec->tradeskill==75) || GetGM() || (chance > res)) || MakeRandomInt(0, 99) < AAChance){
		success_modifier = 1;
		
		if(over_trivial < 0)
			CheckIncreaseTradeskill(bonusstat, stat_modifier, skillup_modifier, success_modifier, spec->tradeskill);
		
		Message_StringID(4,TRADESKILL_SUCCEED,spec->name.c_str());

		_log(TRADESKILLS__TRACE, "Tradeskill success");

		itr = spec->onsuccess.begin();
		while(itr != spec->onsuccess.end() && !spec->quest) {
			//should we check this crap?
			SummonItem(itr->first, itr->second);
                  item = database.GetItem(itr->first);
			if (this->GetGroup())
			{
				entity_list.MessageGroup(this,true,MT_Skills,"%s has successfully fashioned %s!",GetName(),item->Name);
			}
			if(RuleB(TaskSystem, EnableTaskSystem))
				UpdateTasksForItem(ActivityTradeSkill, itr->first, itr->second);
			itr++;
		}
		return(true);
	} else {
		success_modifier = 2; // Halves the chance
		
		if(over_trivial < 0)
			CheckIncreaseTradeskill(bonusstat, stat_modifier, skillup_modifier, success_modifier, spec->tradeskill);
		
		Message_StringID(MT_Emote,TRADESKILL_FAILED);

		_log(TRADESKILLS__TRACE, "Tradeskill failed");
            if (this->GetGroup())
		{
			entity_list.MessageGroup(this,true,MT_Skills,"%s was unsuccessful in %s tradeskill attempt.",GetName(),this->GetGender() == 0 ? "his" : this->GetGender() == 1 ? "her" : "its");
		}
		
		itr = spec->onfail.begin();
		while(itr != spec->onfail.end()) {
			//should we check these arguments?
			SummonItem(itr->first, itr->second);
			itr++;
		}

        // Rolls on each item, is possible to return everything
        int SalvageChance = aabonuses.SalvageChance + itembonuses.SalvageChance + spellbonuses.SalvageChance;
        // Skip check if not a normal TS or if a quest recipe these should be nofail, but check amyways
        if(SalvageChance && spec->tradeskill != 75 && !spec->quest) {
            itr = spec->salvage.begin();
            uint8 sc = 0;
            while(itr != spec->salvage.end()) {
                for(sc = 0; sc < itr->second; sc++)
                    if(MakeRandomInt(0,99) < SalvageChance)
                        SummonItem(itr->first, 1);
                itr++;
            }
        }

	}
	return(false);
}
Beispiel #8
0
void Client::ForageItem(bool guarantee) {

	int skill_level = GetSkill(SkillForage);

	//be wary of the string ids in switch below when changing this.
	uint32 common_food_ids[MAX_COMMON_FOOD_IDS] = {
		13046, // Fruit
		13045, // Berries
		13419, // Vegetables
		13048, // Rabbit Meat
		13047, // Roots
		13044, // Pod Of Water
		14905, // mushroom
		13106 // Fishing Grubs
	};

	// these may need to be fine tuned, I am just guessing here
	if (guarantee || zone->random.Int(0,199) < skill_level) {
		uint32 foragedfood = 0;
		uint32 stringid = FORAGE_NOEAT;

		if (zone->random.Roll(25)) {
			foragedfood = database.GetZoneForage(m_pp.zone_id, skill_level);
		}

		//not an else in case theres no DB food
		if(foragedfood == 0) {
			uint8 index = 0;
			index = zone->random.Int(0, MAX_COMMON_FOOD_IDS-1);
			foragedfood = common_food_ids[index];
		}

		const Item_Struct* food_item = database.GetItem(foragedfood);

		if(!food_item) {
			LogFile->write(EQEMuLog::Error, "nullptr returned from database.GetItem in ClientForageItem");
			return;
		}

		if(foragedfood == 13106)
			stringid = FORAGE_GRUBS;
		else
			switch(food_item->ItemType) {

				case ItemTypeFood:
					stringid = FORAGE_FOOD;
					break;

				case ItemTypeDrink:
					if(strstr(food_item->Name, "ater"))
						stringid = FORAGE_WATER;
					else
						stringid = FORAGE_DRINK;
					break;
				default:
					break;
				}

		Message_StringID(MT_Skills, stringid);
		ItemInst* inst = database.CreateItem(food_item, 1);
		if(inst != nullptr) {
			// check to make sure it isn't a foraged lore item
			if(CheckLoreConflict(inst->GetItem()))
			{
				Message_StringID(0, DUP_LORE);
				safe_delete(inst);
			}
			else {
				PushItemOnCursor(*inst);
				SendItemPacket(MainCursor, inst, ItemPacketSummonItem);
				if(RuleB(TaskSystem, EnableTaskSystem))
					UpdateTasksForItem(ActivityForage, foragedfood);

				safe_delete(inst);
				inst = m_inv.GetItem(MainCursor);
			}

			if(inst) {
				std::vector<EQEmu::Any> args;
				args.push_back(inst);
				parse->EventPlayer(EVENT_FORAGE_SUCCESS, this, "", inst->GetID(), &args);
			}
		}

		int ChanceSecondForage = aabonuses.ForageAdditionalItems + itembonuses.ForageAdditionalItems + spellbonuses.ForageAdditionalItems;
		if(!guarantee && zone->random.Roll(ChanceSecondForage)) {
			Message_StringID(MT_Skills, FORAGE_MASTERY);
			ForageItem(true);
		}

	} else {
		Message_StringID(MT_Skills, FORAGE_FAILED);
		parse->EventPlayer(EVENT_FORAGE_FAILURE, this, "", 0);
	}

	CheckIncreaseSkill(SkillForage, nullptr, 5);

}
Beispiel #9
0
void Client::GoFish()
{

	//TODO: generate a message if we're already fishing
	/*if (!fishing_timer.Check()) {	//this isn't the right check, may need to add something to the Client class like 'bool is_fishing'
		Message_StringID(0, ALREADY_FISHING);	//You are already fishing!
		return;
	}*/

	fishing_timer.Disable();

	//we're doing this a second time (1st in Client::Handle_OP_Fishing) to make sure that, between when we started fishing & now, we're still able to fish (in case we move, change equip, etc)
	if (!CanFish())	//if we can't fish here, we don't need to bother with the rest
		return;

	//multiple entries yeilds higher probability of dropping...
	uint32 common_fish_ids[MAX_COMMON_FISH_IDS] = {
		1038, // Tattered Cloth Sandals
		1038, // Tattered Cloth Sandals
		1038, // Tattered Cloth Sandals
		13019, // Fresh Fish
		13076, // Fish Scales
		13076, // Fish Scales
		7007, // Rusty Dagger
		7007, // Rusty Dagger
		7007 // Rusty Dagger

	};

	//success formula is not researched at all

	int fishing_skill = GetSkill(SkillFishing);	//will take into account skill bonuses on pole & bait

	//make sure we still have a fishing pole on:
	int32 bslot = m_inv.HasItemByUse(ItemTypeFishingBait, 1, invWhereWorn|invWherePersonal);
	const ItemInst* Bait = nullptr;
	if (bslot != INVALID_INDEX)
		Bait = m_inv.GetItem(bslot);

	//if the bait isnt equipped, need to add its skill bonus
	if(bslot >= EmuConstants::GENERAL_BEGIN && Bait->GetItem()->SkillModType == SkillFishing) {
		fishing_skill += Bait->GetItem()->SkillModValue;
	}

	if (fishing_skill > 100)
	{
		fishing_skill = 100+((fishing_skill-100)/2);
	}

	if (zone->random.Int(0,175) < fishing_skill) {
		uint32 food_id = 0;

		//25% chance to fish an item.
		if (zone->random.Int(0, 399) <= fishing_skill ) {
			uint32 npc_id = 0;
			uint8 npc_chance = 0;
			food_id = database.GetZoneFishing(m_pp.zone_id, fishing_skill, npc_id, npc_chance);

			//check for add NPC
			if(npc_chance > 0 && npc_id) {
				if(npc_chance < zone->random.Int(0, 99)) {
					const NPCType* tmp = database.GetNPCType(npc_id);
					if(tmp != nullptr) {
						NPC* npc = new NPC(tmp, nullptr, GetX()+3, GetY(), GetZ(), GetHeading(), FlyMode3);
						npc->AddLootTable();

						npc->AddToHateList(this, 1, 0, false);	//no help yelling

						entity_list.AddNPC(npc);

						Message(MT_Emote, "You fish up a little more than you bargained for...");
					}
				}
			}
		}

		//consume bait, should we always consume bait on success?
		DeleteItemInInventory(bslot, 1, true);	//do we need client update?

		if(food_id == 0) {
			int index = zone->random.Int(0, MAX_COMMON_FISH_IDS-1);
			food_id = common_fish_ids[index];
		}

		const Item_Struct* food_item = database.GetItem(food_id);

		Message_StringID(MT_Skills, FISHING_SUCCESS);
		ItemInst* inst = database.CreateItem(food_item, 1);
		if(inst != nullptr) {
			if(CheckLoreConflict(inst->GetItem()))
			{
				Message_StringID(0, DUP_LORE);
				safe_delete(inst);
			}
			else
			{
				PushItemOnCursor(*inst);
				SendItemPacket(MainCursor, inst, ItemPacketSummonItem);
				if(RuleB(TaskSystem, EnableTaskSystem))
					UpdateTasksForItem(ActivityFish, food_id);

				safe_delete(inst);
				inst = m_inv.GetItem(MainCursor);
			}

			if(inst) {
				std::vector<EQEmu::Any> args;
				args.push_back(inst);
				parse->EventPlayer(EVENT_FISH_SUCCESS, this, "", inst->GetID(), &args);
			}
		}
	}
	else
	{
		//chance to use bait when you dont catch anything...
		if (zone->random.Int(0, 4) == 1) {
			DeleteItemInInventory(bslot, 1, true);	//do we need client update?
			Message_StringID(MT_Skills, FISHING_LOST_BAIT);	//You lost your bait!
		} else {
			if (zone->random.Int(0, 15) == 1)	//give about a 1 in 15 chance to spill your beer. we could make this a rule, but it doesn't really seem worth it
				//TODO: check for & consume an alcoholic beverage from inventory when this triggers, and set it as a rule that's disabled by default
				Message_StringID(MT_Skills, FISHING_SPILL_BEER);	//You spill your beer while bringing in your line.
			else
				Message_StringID(MT_Skills, FISHING_FAILED);	//You didn't catch anything.
		}

		parse->EventPlayer(EVENT_FISH_FAILURE, this, "", 0);
	}

	//chance to break fishing pole...
	//this is potentially exploitable in that they can fish
	//and then swap out items in primary slot... too lazy to fix right now
	if (zone->random.Int(0, 49) == 1) {
		Message_StringID(MT_Skills, FISHING_POLE_BROKE);	//Your fishing pole broke!
		DeleteItemInInventory(MainPrimary, 0, true);
	}

	if(CheckIncreaseSkill(SkillFishing, nullptr, 5))
	{
		if(title_manager.IsNewTradeSkillTitleAvailable(SkillFishing, GetRawSkill(SkillFishing)))
			NotifyNewTitlesAvailable();
	}
}
Beispiel #10
0
void Client::AddEXP(uint32 in_add_exp, uint8 conlevel, bool resexp) {

	this->EVENT_ITEM_ScriptStopReturn();

	uint32 add_exp = in_add_exp;

	if(!resexp && (XPRate != 0))
		add_exp = static_cast<uint32>(in_add_exp * (static_cast<float>(XPRate) / 100.0f));

	if (m_epp.perAA<0 || m_epp.perAA>100)
		m_epp.perAA=0;	// stop exploit with sanity check

	uint32 add_aaxp;
	if(resexp) {
		add_aaxp = 0;
	} else {

		//figure out how much of this goes to AAs
		add_aaxp = add_exp * m_epp.perAA / 100;
		//take that ammount away from regular exp
		add_exp -= add_aaxp;

		float totalmod = 1.0;
		float zemmod = 1.0;
		//get modifiers
		if(RuleR(Character, ExpMultiplier) >= 0){
			totalmod *= RuleR(Character, ExpMultiplier);
		}

		if(zone->newzone_data.zone_exp_multiplier >= 0){
			zemmod *= zone->newzone_data.zone_exp_multiplier;
		}

		if(RuleB(Character,UseRaceClassExpBonuses))
		{
			if(GetBaseRace() == HALFLING){
				totalmod *= 1.05;
			}

			if(GetClass() == ROGUE || GetClass() == WARRIOR){
				totalmod *= 1.05;
			}
		}

		if(zone->IsHotzone())
		{
			totalmod += RuleR(Zone, HotZoneBonus);
		}

		add_exp = uint32(float(add_exp) * totalmod * zemmod);

		if(RuleB(Character,UseXPConScaling))
		{
			if (conlevel != 0xFF && !resexp) {
				switch (conlevel)
				{
					case CON_GREEN:
						add_exp = 0;
						add_aaxp = 0;
						return;
					case CON_LIGHTBLUE:
							add_exp = add_exp * RuleI(Character, LightBlueModifier)/100;
							add_aaxp = add_aaxp * RuleI(Character, LightBlueModifier)/100;
						break;
					case CON_BLUE:
							add_exp = add_exp * RuleI(Character, BlueModifier)/100;
							add_aaxp = add_aaxp * RuleI(Character, BlueModifier)/100;
						break;
					case CON_WHITE:
							add_exp = add_exp * RuleI(Character, WhiteModifier)/100;
							add_aaxp = add_aaxp * RuleI(Character, WhiteModifier)/100;
						break;
					case CON_YELLOW:
							add_exp = add_exp * RuleI(Character, YellowModifier)/100;
							add_aaxp = add_aaxp * RuleI(Character, YellowModifier)/100;
						break;
					case CON_RED:
							add_exp = add_exp * RuleI(Character, RedModifier)/100;
							add_aaxp = add_aaxp * RuleI(Character, RedModifier)/100;
						break;
				}
			}
		}

		if (IsLeadershipEXPOn() && (conlevel == CON_BLUE || conlevel == CON_WHITE || conlevel == CON_YELLOW || conlevel == CON_RED)) {
			add_exp = static_cast<uint32>(static_cast<float>(add_exp) * 0.8f);

			if (GetGroup()) {
				if (m_pp.group_leadership_points < MaxBankedGroupLeadershipPoints(GetLevel())
						&& RuleI(Character, KillsPerGroupLeadershipAA) > 0) {
					uint32 exp = GROUP_EXP_PER_POINT / RuleI(Character, KillsPerGroupLeadershipAA);
					Client *mentoree = GetGroup()->GetMentoree();
					if (GetGroup()->GetMentorPercent() && mentoree &&
							mentoree->GetGroupPoints() < MaxBankedGroupLeadershipPoints(mentoree->GetLevel())) {
						uint32 mentor_exp = exp * (GetGroup()->GetMentorPercent() / 100.0f);
						exp -= mentor_exp;
						mentoree->AddLeadershipEXP(mentor_exp, 0); // ends up rounded down
						mentoree->Message_StringID(MT_Leadership, GAIN_GROUP_LEADERSHIP_EXP);
					}
					if (exp > 0) { // possible if you mentor 100% to the other client
						AddLeadershipEXP(exp, 0); // ends up rounded up if mentored, no idea how live actually does it
						Message_StringID(MT_Leadership, GAIN_GROUP_LEADERSHIP_EXP);
					}
				} else {
					Message_StringID(MT_Leadership, MAX_GROUP_LEADERSHIP_POINTS);
				}
			} else {
				Raid *raid = GetRaid();
				// Raid leaders CAN NOT gain group AA XP, other group leaders can though!
				if (raid->IsLeader(this)) {
					if (m_pp.raid_leadership_points < MaxBankedRaidLeadershipPoints(GetLevel())
							&& RuleI(Character, KillsPerRaidLeadershipAA) > 0) {
						AddLeadershipEXP(0, RAID_EXP_PER_POINT / RuleI(Character, KillsPerRaidLeadershipAA));
						Message_StringID(MT_Leadership, GAIN_RAID_LEADERSHIP_EXP);
					} else {
						Message_StringID(MT_Leadership, MAX_RAID_LEADERSHIP_POINTS);
					}
				} else {
					if (m_pp.group_leadership_points < MaxBankedGroupLeadershipPoints(GetLevel())
							&& RuleI(Character, KillsPerGroupLeadershipAA) > 0) {
						uint32 group_id = raid->GetGroup(this);
						uint32 exp = GROUP_EXP_PER_POINT / RuleI(Character, KillsPerGroupLeadershipAA);
						Client *mentoree = raid->GetMentoree(group_id);
						if (raid->GetMentorPercent(group_id) && mentoree &&
								mentoree->GetGroupPoints() < MaxBankedGroupLeadershipPoints(mentoree->GetLevel())) {
							uint32 mentor_exp = exp * (raid->GetMentorPercent(group_id) / 100.0f);
							exp -= mentor_exp;
							mentoree->AddLeadershipEXP(mentor_exp, 0);
							mentoree->Message_StringID(MT_Leadership, GAIN_GROUP_LEADERSHIP_EXP);
						}
						if (exp > 0) {
							AddLeadershipEXP(exp, 0);
							Message_StringID(MT_Leadership, GAIN_GROUP_LEADERSHIP_EXP);
						}
					} else {
						Message_StringID(MT_Leadership, MAX_GROUP_LEADERSHIP_POINTS);
					}
				}
			}

		}

	}	//end !resexp

	float aatotalmod = 1.0;
	if(zone->newzone_data.zone_exp_multiplier >= 0){
		aatotalmod *= zone->newzone_data.zone_exp_multiplier;
	}



	if(RuleB(Character,UseRaceClassExpBonuses))
	{
		if(GetBaseRace() == HALFLING){
			aatotalmod *= 1.05;
		}

		if(GetClass() == ROGUE || GetClass() == WARRIOR){
			aatotalmod *= 1.05;
		}
	}

	if(RuleB(Zone, LevelBasedEXPMods)){
		if(zone->level_exp_mod[GetLevel()].ExpMod){
			add_exp *= zone->level_exp_mod[GetLevel()].ExpMod;
			add_aaxp *= zone->level_exp_mod[GetLevel()].AAExpMod;
		}
	}

	uint32 exp = GetEXP() + add_exp;

	uint32 aaexp = (uint32)(RuleR(Character, AAExpMultiplier) * add_aaxp * aatotalmod);
	uint32 had_aaexp = GetAAXP();
	aaexp += had_aaexp;
	if(aaexp < had_aaexp)
		aaexp = had_aaexp;	//watch for wrap

	SetEXP(exp, aaexp, resexp);
}
Beispiel #11
0
void Client::SetEXP(uint32 set_exp, uint32 set_aaxp, bool isrezzexp) {
	_log(CLIENT__EXP, "Attempting to Set Exp for %s (XP: %u, AAXP: %u, Rez: %s)", this->GetCleanName(), set_exp, set_aaxp, isrezzexp ? "true" : "false");
	//max_AAXP = GetEXPForLevel(52) - GetEXPForLevel(51);	//GetEXPForLevel() doesn't depend on class/race, just level, so it shouldn't change between Clients
	max_AAXP = RuleI(AA, ExpPerPoint);	//this may be redundant since we're doing this in Client::FinishConnState2()
	if (max_AAXP == 0 || GetEXPForLevel(GetLevel()) == 0xFFFFFFFF) {
		Message(13, "Error in Client::SetEXP. EXP not set.");
		return; // Must be invalid class/race
	}
	
	
	if ((set_exp + set_aaxp) > (m_pp.exp+m_pp.expAA)) {
		if (isrezzexp)
			this->Message_StringID(MT_Experience, REZ_REGAIN);
		else{
			if(this->IsGrouped())
				this->Message_StringID(MT_Experience, GAIN_GROUPXP);
			else if(IsRaidGrouped())
				Message_StringID(MT_Experience, GAIN_RAIDEXP);
			else
				this->Message_StringID(MT_Experience, GAIN_XP);
		}
	}
	else if((set_exp + set_aaxp) < (m_pp.exp+m_pp.expAA)){ //only loss message if you lose exp, no message if you gained/lost nothing.
		Message(15, "You have lost experience.");
	}
	
	//check_level represents the level we should be when we have
	//this ammount of exp (once these loops complete)
	uint16 check_level = GetLevel()+1;
	//see if we gained any levels
	while (set_exp >= GetEXPForLevel(check_level)) {
		check_level++;
		if (check_level > 127) {	//hard level cap
			check_level = 127;
			break;
		}
		if(GetMercID())
			UpdateMercLevel();
	}
	//see if we lost any levels
	while (set_exp < GetEXPForLevel(check_level-1)) {
		check_level--;
		if (check_level < 2) {	//hard level minimum
			check_level = 2;
			break;
		}
		if(GetMercID())
			UpdateMercLevel();
	}
	check_level--;

	
	//see if we gained any AAs
	if (set_aaxp >= max_AAXP) {
		/*
			Note: AA exp is stored differently than normal exp.
			Exp points are only stored in m_pp.expAA until you 
			gain a full AA point, once you gain it, a point is 
			added to m_pp.aapoints and the ammount needed to gain
			that point is subtracted from m_pp.expAA
			
			then, once they spend an AA point, it is subtracted from
			m_pp.aapoints. In theory it then goes into m_pp.aapoints_spent,
			but im not sure if we have that in the right spot.
		*/
		//record how many points we have
		uint32 last_unspentAA = m_pp.aapoints;
		
		//figure out how many AA points we get from the exp were setting
		m_pp.aapoints = set_aaxp / max_AAXP;
		_log(CLIENT__EXP, "Calculating additional AA Points from AAXP for %s: %u / %u = %.1f points", this->GetCleanName(), set_aaxp, max_AAXP, (float)set_aaxp / (float)max_AAXP);
		
		//get remainder exp points, set in PP below
		set_aaxp = set_aaxp - (max_AAXP * m_pp.aapoints);
		
		//add in how many points we had
		m_pp.aapoints += last_unspentAA;
		//set_aaxp = m_pp.expAA % max_AAXP;
		
		//figure out how many points were actually gained
		/*uint32 gained = m_pp.aapoints - last_unspentAA;*/	//unused
		
		//Message(15, "You have gained %d skill points!!", m_pp.aapoints - last_unspentAA);
		char val1[20]={0};
		Message_StringID(MT_Experience, GAIN_ABILITY_POINT,ConvertArray(m_pp.aapoints, val1),m_pp.aapoints == 1 ? "" : "(s)");	//You have gained an ability point!  You now have %1 ability point%2.
		//Message(15, "You now have %d skill points available to spend.", m_pp.aapoints);
	}

	uint8 maxlevel = RuleI(Character, MaxExpLevel) + 1;

	if(maxlevel <= 1)
		maxlevel = RuleI(Character, MaxLevel) + 1;
	
	if(check_level > maxlevel) {
		check_level = maxlevel;

		//DCBOOKMARK
		if(RuleB(Character, KeepLevelOverMax))
		{
			set_exp = GetEXPForLevel(GetLevel()+1);
		}
		else
		{
			set_exp = GetEXPForLevel(maxlevel);
		}
	}
	
	if(RuleB(Character, PerCharacterQglobalMaxLevel)){
		uint32 MaxLevel = GetCharMaxLevelFromQGlobal();
		if(MaxLevel){
			if(GetLevel() >= MaxLevel){
				uint32 expneeded = GetEXPForLevel(MaxLevel);
				if(set_exp > expneeded)
				{
					set_exp =  expneeded;
				}
			}
		}
	}

	if ((GetLevel() != check_level) && !(check_level >= maxlevel)) {
		char val1[20]={0};
		if (GetLevel() == check_level-1){
			Message_StringID(MT_Experience, GAIN_LEVEL,ConvertArray(check_level,val1));
			SendLevelAppearance();
			//Message(15, "You have gained a level! Welcome to level %i!", check_level);
		}
		if (GetLevel() == check_level){
			Message_StringID(MT_Experience, LOSE_LEVEL,ConvertArray(check_level,val1));
			//Message(15, "You lost a level! You are now level %i!", check_level);
		}
		else
			Message(15, "Welcome to level %i!", check_level);
		SetLevel(check_level);
	}
	
	//If were at max level then stop gaining experience if we make it to the cap
	if(GetLevel() == maxlevel - 1){
		uint32 expneeded = GetEXPForLevel(maxlevel);
		if(set_exp > expneeded)
		{
			set_exp =  expneeded;
		}
	}	
	
	//set the client's EXP and AAEXP
	m_pp.exp = set_exp;
	m_pp.expAA = set_aaxp;
	
	if (GetLevel() < 51) {
		m_epp.perAA = 0;	// turn off aa exp if they drop below 51
	} else
		SendAAStats();	//otherwise, send them an AA update

	//send the expdata in any case so the xp bar isnt stuck after leveling
	uint32 tmpxp1 = GetEXPForLevel(GetLevel()+1);
	uint32 tmpxp2 = GetEXPForLevel(GetLevel());
	// Quag: crash bug fix... Divide by zero when tmpxp1 and 2 equalled each other, most likely the error case from GetEXPForLevel() (invalid class, etc)
	if (tmpxp1 != tmpxp2 && tmpxp1 != 0xFFFFFFFF && tmpxp2 != 0xFFFFFFFF) {
		EQApplicationPacket* outapp = new EQApplicationPacket(OP_ExpUpdate, sizeof(ExpUpdate_Struct));
		ExpUpdate_Struct* eu = (ExpUpdate_Struct*)outapp->pBuffer;
		float tmpxp = (float) ( (float) set_exp-tmpxp2 ) / ( (float) tmpxp1-tmpxp2 );
		eu->exp = (uint32)(330.0f * tmpxp);
		FastQueuePacket(&outapp);
	}
	
	if (admin>=100 && GetGM()) {
		char val1[20]={0};
		char val2[20]={0};
		char val3[20]={0};
		Message_StringID(MT_Experience, GM_GAINXP,ConvertArray(set_aaxp,val1),ConvertArray(set_exp,val2),ConvertArray(GetEXPForLevel(GetLevel()+1),val3));	//[GM] You have gained %1 AXP and %2 EXP (%3).
		//Message(15, "[GM] You now have %d / %d EXP and %d / %d AA exp.", set_exp, GetEXPForLevel(GetLevel()+1), set_aaxp, max_AAXP);
	}
}
Beispiel #12
0
void Client::ActivateAA(aaID activate){
	if (activate < 0 || activate >= aaHighestID)
		return;
	if (IsStunned() || IsFeared() || IsMezzed() || IsSilenced() || IsPet() || IsSitting() || GetFeigned())
		return;

	int AATimerID = GetAATimerID(activate);

	SendAA_Struct* aa2 = nullptr;
	aaID aaid = activate;
	uint8 activate_val = GetAA(activate);
	//this wasn't taking into acct multi tiered act talents before...
	if (activate_val == 0){
		aa2 = zone->FindAA(activate);
		if (!aa2){
			int i;
			int a;
			for (i = 1; i<MAX_AA_ACTION_RANKS; i++){
				a = activate - i;
				if (a <= 0)
					break;

				aa2 = zone->FindAA(a);
				if (aa2 != nullptr)
					break;
			}
		}
		if (aa2){
			aaid = (aaID)aa2->id;
			activate_val = GetAA(aa2->id);
		}
	}

	if (activate_val == 0){
		return;
	}

	if (aa2)
	{
		if (aa2->account_time_required)
		{
			if ((Timer::GetTimeSeconds() + account_creation) < aa2->account_time_required)
			{
				return;
			}
		}
	}

	if (!p_timers.Expired(&database, AATimerID + pTimerAAStart))
	{
		uint32 aaremain = p_timers.GetRemainingTime(AATimerID + pTimerAAStart);
		uint32 aaremain_hr = aaremain / (60 * 60);
		uint32 aaremain_min = (aaremain / 60) % 60;
		uint32 aaremain_sec = aaremain % 60;

		if (aa2) {
			if (aaremain_hr >= 1)	//1 hour or more
				Message(CC_Red, "You can use the ability %s again in %u hour(s) %u minute(s) %u seconds",
				aa2->name, aaremain_hr, aaremain_min, aaremain_sec);
			else	//less than an hour
				Message(CC_Red, "You can use the ability %s again in %u minute(s) %u seconds",
				aa2->name, aaremain_min, aaremain_sec);
		}
		else {
			if (aaremain_hr >= 1)	//1 hour or more
				Message(CC_Red, "You can use this ability again in %u hour(s) %u minute(s) %u seconds",
				aaremain_hr, aaremain_min, aaremain_sec);
			else	//less than an hour
				Message(CC_Red, "You can use this ability again in %u minute(s) %u seconds",
				aaremain_min, aaremain_sec);
		}
		return;
	}

	if (activate_val > MAX_AA_ACTION_RANKS)
		activate_val = MAX_AA_ACTION_RANKS;
	activate_val--;		//to get array index.

	//get our current node, now that the indices are well bounded
	const AA_DBAction *caa = &AA_Actions[aaid][activate_val];

	if ((aaid == aaImprovedHarmTouch || aaid == aaLeechTouch) && !p_timers.Expired(&database, pTimerHarmTouch)){
		Message(CC_Red, "Ability recovery time not yet met.");
		return;
	}

	//everything should be configured out now

	uint16 target_id = 0;

	//figure out our target
	switch (caa->target) {
	case aaTargetUser:
	case aaTargetGroup:
		target_id = GetID();
		break;
	case aaTargetCurrent:
	case aaTargetCurrentGroup:
		if (GetTarget() == nullptr) {
			Message_StringID(MT_DefaultText, AA_NO_TARGET);	//You must first select a target for this ability!
			p_timers.Clear(&database, AATimerID + pTimerAAStart);
			return;
		}
		target_id = GetTarget()->GetID();
		break;
	case aaTargetPet:
		if (GetPet() == nullptr) {
			Message(0, "A pet is required for this skill.");
			return;
		}
		target_id = GetPetID();
		break;
	}

	//handle non-spell action
	if (caa->action != aaActionNone) {
		if (caa->mana_cost > 0) {
			if (GetMana() < caa->mana_cost) {
				Message_StringID(CC_Red, INSUFFICIENT_MANA);
				return;
			}
			SetMana(GetMana() - caa->mana_cost);
		}
		if (caa->reuse_time > 0)
		{
			uint32 timer_base = CalcAAReuseTimer(caa);
			if (activate == aaImprovedHarmTouch || activate == aaLeechTouch)
			{
				p_timers.Start(pTimerHarmTouch, HarmTouchReuseTime);
			}
			p_timers.Start(AATimerID + pTimerAAStart, timer_base);
			SendAATimer(activate, static_cast<uint32>(time(nullptr)), static_cast<uint32>(time(nullptr)));
		}
		HandleAAAction(aaid);
	}

	//cast the spell, if we have one
	if (caa->spell_id > 0 && caa->spell_id < SPDAT_RECORDS) {

		if (caa->reuse_time > 0)
		{
			uint32 timer_base = CalcAAReuseTimer(caa);
			SendAATimer(activate, static_cast<uint32>(time(nullptr)), static_cast<uint32>(time(nullptr)));
			p_timers.Start(AATimerID + pTimerAAStart, timer_base);
			if (activate == aaImprovedHarmTouch || activate == aaLeechTouch)
			{
				p_timers.Start(pTimerHarmTouch, HarmTouchReuseTime);
			}
			// Bards can cast instant cast AAs while they are casting another song
			if (spells[caa->spell_id].cast_time == 0 && GetClass() == BARD && IsBardSong(casting_spell_id)) {
				if (!SpellFinished(caa->spell_id, entity_list.GetMob(target_id), 10, -1, -1, spells[caa->spell_id].ResistDiff, false)) {
					//Reset on failed cast
					SendAATimer(activate, 0, 0xFFFFFF);
					Message_StringID(CC_Yellow, ABILITY_FAILED);
					p_timers.Clear(&database, AATimerID + pTimerAAStart);
					return;
				}
			}
			else {
				if (!CastSpell(caa->spell_id, target_id, USE_ITEM_SPELL_SLOT, -1, -1, 0, -1, AATimerID + pTimerAAStart, timer_base, 1)) {
					//Reset on failed cast
					SendAATimer(activate, 0, 0xFFFFFF);
					Message_StringID(CC_Yellow, ABILITY_FAILED);
					p_timers.Clear(&database, AATimerID + pTimerAAStart);
					return;
				}
			}
		}
		else
		{
			if (!CastSpell(caa->spell_id, target_id))
				return;
		}
	}
}
Beispiel #13
0
void Client::HandleAAAction(aaID activate) {
	if (activate < 0 || activate >= aaHighestID)
		return;

	uint8 activate_val = GetAA(activate);

	if (activate_val == 0)
		return;

	if (activate_val > MAX_AA_ACTION_RANKS)
		activate_val = MAX_AA_ACTION_RANKS;
	activate_val--;		//to get array index.

	//get our current node, now that the indices are well bounded
	const AA_DBAction *caa = &AA_Actions[activate][activate_val];

	uint16 timer_id = 0;
	uint16 timer_duration = caa->duration;
	aaTargetType target = aaTargetUser;

	uint16 spell_id = SPELL_UNKNOWN;	//gets cast at the end if not still unknown

	switch (caa->action) {
	case aaActionAETaunt:
		entity_list.AETaunt(this);
		break;

	case aaActionMassBuff:
		EnableAAEffect(aaEffectMassGroupBuff, 3600);
		Message_StringID(MT_Disciplines, MGB_STRING);	//The next group buff you cast will hit all targets in range.
		break;

	case aaActionFlamingArrows:
		//toggle it
		if (CheckAAEffect(aaEffectFlamingArrows))
			EnableAAEffect(aaEffectFlamingArrows);
		else
			DisableAAEffect(aaEffectFlamingArrows);
		break;

	case aaActionFrostArrows:
		if (CheckAAEffect(aaEffectFrostArrows))
			EnableAAEffect(aaEffectFrostArrows);
		else
			DisableAAEffect(aaEffectFrostArrows);
		break;

	case aaActionRampage:
		EnableAAEffect(aaEffectRampage, 10);
		break;

	case aaActionSharedHealth:
		if (CheckAAEffect(aaEffectSharedHealth))
			EnableAAEffect(aaEffectSharedHealth);
		else
			DisableAAEffect(aaEffectSharedHealth);
		break;

	case aaActionCelestialRegen: {
		//special because spell_id depends on a different AA
		switch (GetAA(aaCelestialRenewal)) {
		case 1:
			spell_id = 3250;
			break;
		case 2:
			spell_id = 3251;
			break;
		default:
			spell_id = 2740;
			break;
		}
		target = aaTargetCurrent;
		break;
	}

	case aaActionDireCharm: {
		//special because spell_id depends on class
		switch (GetClass())
		{
		case DRUID:
			spell_id = 2760;	//2644?
			break;
		case NECROMANCER:
			spell_id = 2759;	//2643?
			break;
		case ENCHANTER:
			spell_id = 2761;	//2642?
			break;
		}
		target = aaTargetCurrent;
		break;
	}

	case aaActionImprovedFamiliar: {
		//Spell IDs might be wrong...
		if (GetAA(aaAllegiantFamiliar))
			spell_id = 3264;	//1994?
		else
			spell_id = 2758;	//2155?
		break;
	}

	case aaActionActOfValor:
		if (GetTarget() != nullptr) {
			int curhp = GetTarget()->GetHP();
			target = aaTargetCurrent;
			GetTarget()->HealDamage(curhp, this);
			Death(this, 0, SPELL_UNKNOWN, SkillHandtoHand);
		}
		break;

	case aaActionSuspendedMinion:
		if (GetPet()) {
			target = aaTargetPet;
			switch (GetAA(aaSuspendedMinion)) {
			case 1:
				spell_id = 3248;
				break;
			case 2:
				spell_id = 3249;
				break;
			}
			//do we really need to cast a spell?

			Message(0, "You call your pet to your side.");
			GetPet()->WipeHateList();
			GetPet()->GMMove(GetX(), GetY(), GetZ());
			if (activate_val > 1)
				entity_list.ClearFeignAggro(GetPet());
		}
		else {
			Message(0, "You have no pet to call.");
		}
		break;

	case aaActionProjectIllusion:
		EnableAAEffect(aaEffectProjectIllusion, 3600);
		Message(10, "The power of your next illusion spell will flow to your grouped target in your place.");
		break;


	case aaActionEscape:
		Escape();
		break;

		// Don't think this code is used any longer for Bestial Alignment as the aa.has a spell_id and no nonspell_action.
	case aaActionBeastialAlignment:
		switch (GetBaseRace()) {
		case BARBARIAN:
			spell_id = AA_Choose3(activate_val, 4521, 4522, 4523);
			break;
		case TROLL:
			spell_id = AA_Choose3(activate_val, 4524, 4525, 4526);
			break;
		case OGRE:
			spell_id = AA_Choose3(activate_val, 4527, 4527, 4529);
			break;
		case IKSAR:
			spell_id = AA_Choose3(activate_val, 4530, 4531, 4532);
			break;
		case VAHSHIR:
			spell_id = AA_Choose3(activate_val, 4533, 4534, 4535);
			break;
		}

	case aaActionLeechTouch:
		target = aaTargetCurrent;
		spell_id = SPELL_HARM_TOUCH2;
		EnableAAEffect(aaEffectLeechTouch, 1000);
		break;

	case aaActionFadingMemories:
		// Do nothing since spell effect works correctly, but mana isn't used.
		break;

		default:
			Log.Out(Logs::General, Logs::Error, "Unknown AA nonspell action type %d", caa->action);
			return;
	}


	uint16 target_id = 0;
	//figure out our target
	switch (target) {
	case aaTargetUser:
	case aaTargetGroup:
		target_id = GetID();
		break;
	case aaTargetCurrent:
	case aaTargetCurrentGroup:
		if (GetTarget() == nullptr) {
			Message_StringID(MT_DefaultText, AA_NO_TARGET);	//You must first select a target for this ability!
			p_timers.Clear(&database, timer_id + pTimerAAEffectStart);
			return;
		}
		target_id = GetTarget()->GetID();
		break;
	case aaTargetPet:
		if (GetPet() == nullptr) {
			Message(0, "A pet is required for this skill.");
			return;
		}
		target_id = GetPetID();
		break;
	}

	//cast the spell, if we have one
	if (IsValidSpell(spell_id)) {
		int aatid = GetAATimerID(activate);
		if (!CastSpell(spell_id, target_id, USE_ITEM_SPELL_SLOT, -1, -1, 0, -1, pTimerAAStart + aatid, CalcAAReuseTimer(caa), 1)) {
			SendAATimer(activate, 0, 0xFFFFFF);
			Message_StringID(CC_Yellow, ABILITY_FAILED);
			p_timers.Clear(&database, pTimerAAStart + aatid);
			return;
		}
	}

	//handle the duration timer if we have one.
	if (timer_id > 0 && timer_duration > 0) {
		p_timers.Start(pTimerAAEffectStart + timer_id, timer_duration);
	}
}
Beispiel #14
0
//returns true on success
bool Client::TradeskillExecute(DBTradeskillRecipe_Struct *spec) {
	if(spec == nullptr)
		return(false);

	uint16 user_skill = GetSkill(spec->tradeskill);
	float chance = 0.0;
	float skillup_modifier = 0.0;
	int16 thirdstat = 0;
	int16 stat_modifier = 15;
	uint16 success_modifier = 0;

	// Rework based on the info on eqtraders.com
	// http://mboards.eqtraders.com/eq/showthread.php?t=22246
	// 09/10/2006 v0.1 (eq4me)
	// 09/11/2006 v0.2 (eq4me)
	// Todo:
	// Implementing AAs
	// Success modifiers based on recipes
	// Skillup modifiers based on the rarity of the ingredients

	// Some tradeskills are more eqal then others. ;-)
	// If you want to customize the stage1 success rate do it here.
	// Remember: skillup_modifier is (float). Lower is better
        switch(spec->tradeskill) {
        case SkillFletching:
                skillup_modifier = RuleI(Character, TradeskillUpFletching);
                break;
        case SkillAlchemy:
                skillup_modifier = RuleI(Character, TradeskillUpAlchemy);
                break;
        case SkillJewelryMaking:
                skillup_modifier = RuleI(Character, TradeskillUpJewelcrafting);
                break;
        case SkillPottery:
                skillup_modifier = RuleI(Character, TradeskillUpPottery);
                break;
        case SkillBaking:
                skillup_modifier = RuleI(Character, TradeskillUpBaking);
                break;
        case SkillBrewing:
                skillup_modifier = RuleI(Character, TradeskillUpBrewing);
                break;
        case SkillBlacksmithing:
                skillup_modifier = RuleI(Character, TradeskillUpBlacksmithing);
                break;
        case SkillResearch:
                skillup_modifier = RuleI(Character, TradeskillUpResearch);
                break;
        case SkillMakePoison:
                skillup_modifier = RuleI(Character, TradeskillUpMakePoison);
                break;
        case SkillTinkering:
                skillup_modifier = RuleI(Character, TradeskillUpTinkering);
                break;
        default:
                skillup_modifier = 2;
                break;
        }

	// Some tradeskills take the higher of one additional stat beside INT and WIS
	// to determine the skillup rate. Additionally these tradeskills do not have an
	// -15 modifier on their statbonus.
	if (spec->tradeskill == SkillFletching || spec->tradeskill == SkillMakePoison) {
		thirdstat = GetDEX();
		stat_modifier = 0;
	} else if (spec->tradeskill == SkillBlacksmithing) {
		thirdstat = GetSTR();
		stat_modifier = 0;
	}

	int16 higher_from_int_wis = (GetINT() > GetWIS()) ? GetINT() : GetWIS();
	int16 bonusstat = (higher_from_int_wis > thirdstat) ? higher_from_int_wis : thirdstat;

	std::vector< std::pair<uint32,uint8> >::iterator itr;


	//calculate the base success chance
	// For trivials over 68 the chance is (skill - 0.75*trivial) +51.5
	// For trivial up to 68 the chance is (skill - trivial) + 66
	if (spec->trivial >= 68) {
		chance = (user_skill - (0.75*spec->trivial)) + 51.5;
	} else {
		chance = (user_skill - spec->trivial) + 66;
	}

	int16 over_trivial = (int16)GetRawSkill(spec->tradeskill) - (int16)spec->trivial;

	//handle caps
	if(spec->nofail) {
		chance = 100;	//cannot fail.
		Log.Out(Logs::Detail, Logs::Tradeskills, "...This combine cannot fail.");
	} else if(over_trivial >= 0) {
		// At reaching trivial the chance goes to 95% going up an additional
		// percent for every 40 skillpoints above the trivial.
		// The success rate is not modified through stats.
		// Mastery AAs are unaccounted for so far.
		// chance_AA = chance + ((100 - chance) * mastery_modifier)
		// But the 95% limit with an additional 1% for every 40 skill points
		// above critical still stands.
		// Mastery modifier is: 10%/25%/50% for rank one/two/three
		chance = 95.0f + (float(user_skill - spec->trivial) / 40.0f);
		Message_StringID(MT_Emote, TRADESKILL_TRIVIAL);
	} else if(chance < 5) {
		// Minimum chance is always 5
		chance = 5;
	} else if(chance > 95) {
		//cap is 95, shouldent reach this before trivial, but just in case.
		chance = 95;
	}

	Log.Out(Logs::Detail, Logs::Tradeskills, "...Current skill: %d , Trivial: %d , Success chance: %f percent", user_skill , spec->trivial , chance);
	Log.Out(Logs::Detail, Logs::Tradeskills, "...Bonusstat: %d , INT: %d , WIS: %d , DEX: %d , STR: %d", bonusstat , GetINT() , GetWIS() , GetDEX() , GetSTR());

	float res = zone->random.Real(0, 99);
	int aa_chance = 0;

	aa_chance = spellbonuses.ReduceTradeskillFail[spec->tradeskill] + itembonuses.ReduceTradeskillFail[spec->tradeskill] + aabonuses.ReduceTradeskillFail[spec->tradeskill];

	const Item_Struct* item = nullptr;
	
	chance = mod_tradeskill_chance(chance, spec);

	if (((spec->tradeskill==75) || GetGM() || (chance > res)) || zone->random.Roll(aa_chance)) {
		success_modifier = 1;

		if(over_trivial < 0)
			CheckIncreaseTradeskill(bonusstat, stat_modifier, skillup_modifier, success_modifier, spec->tradeskill);

		Message_StringID(4, TRADESKILL_SUCCEED, spec->name.c_str());

		Log.Out(Logs::Detail, Logs::Tradeskills, "Tradeskill success");

		itr = spec->onsuccess.begin();
		while(itr != spec->onsuccess.end() && !spec->quest) {
			//should we check this crap?
			SummonItem(itr->first, itr->second);
			item = database.GetItem(itr->first);
			if (this->GetGroup()) {
				entity_list.MessageGroup(this, true, MT_Skills, "%s has successfully fashioned %s!", GetName(), item->Name);
			}

			/* QS: Player_Log_Trade_Skill_Events */
			if (RuleB(QueryServ, PlayerLogTradeSkillEvents)){
				std::string event_desc = StringFormat("Success :: fashioned recipe_id:%i tskillid:%i trivial:%i chance:%4.2f  in zoneid:%i instid:%i", spec->recipe_id, spec->tradeskill, spec->trivial, chance, this->GetZoneID(), this->GetInstanceID());
				QServ->PlayerLogEvent(Player_Log_Trade_Skill_Events, this->CharacterID(), event_desc);
			}

			if(RuleB(TaskSystem, EnableTaskSystem))
				UpdateTasksForItem(ActivityTradeSkill, itr->first, itr->second);
			++itr;
		}
		return(true);
	}
	/* Tradeskill Fail */
	else {
		success_modifier = 2; // Halves the chance

		if(over_trivial < 0)
			CheckIncreaseTradeskill(bonusstat, stat_modifier, skillup_modifier, success_modifier, spec->tradeskill);

		Message_StringID(MT_Emote,TRADESKILL_FAILED);

		Log.Out(Logs::Detail, Logs::Tradeskills, "Tradeskill failed");
			if (this->GetGroup())
		{
			entity_list.MessageGroup(this,true,MT_Skills,"%s was unsuccessful in %s tradeskill attempt.",GetName(),this->GetGender() == 0 ? "his" : this->GetGender() == 1 ? "her" : "its");

		}

		/* QS: Player_Log_Trade_Skill_Events */
		if (RuleB(QueryServ, PlayerLogTradeSkillEvents)){
			std::string event_desc = StringFormat("Failed :: recipe_id:%i tskillid:%i trivial:%i chance:%4.2f  in zoneid:%i instid:%i", spec->recipe_id, spec->tradeskill, spec->trivial, chance, this->GetZoneID(), this->GetInstanceID());
			QServ->PlayerLogEvent(Player_Log_Trade_Skill_Events, this->CharacterID(), event_desc);
		}

		itr = spec->onfail.begin();
		while(itr != spec->onfail.end()) {
			//should we check these arguments?
			SummonItem(itr->first, itr->second);
			++itr;
		}

		/* Salvage Item rolls */

		// Rolls on each item, is possible to return everything
		int SalvageChance = aabonuses.SalvageChance + itembonuses.SalvageChance + spellbonuses.SalvageChance;
		// Skip check if not a normal TS or if a quest recipe these should be nofail, but check amyways
		if(SalvageChance && spec->tradeskill != 75 && !spec->quest) {
			itr = spec->salvage.begin();
			uint8 sc = 0;
			while(itr != spec->salvage.end()) {
				for(sc = 0; sc < itr->second; sc++)
					if(zone->random.Roll(SalvageChance))
						SummonItem(itr->first, 1);
				++itr;
			}
		}

	}
	return(false);
}
Beispiel #15
0
int32 Mob::GetActSpellHealing(uint16 spell_id, int32 value, Mob* target) {

	if (target == nullptr)
		target = this;

	if (IsNPC())
		value += value*CastToNPC()->GetSpellFocusHeal()/100;

	int32 value_BaseEffect = 0;
	int16 chance = 0;
	int8 modifier = 1;
	bool Critical = false;

	value_BaseEffect = value + (value*GetFocusEffect(focusFcBaseEffects, spell_id)/100);

	value = value_BaseEffect;

	value += int(value_BaseEffect*GetFocusEffect(focusImprovedHeal, spell_id)/100);

	// Instant Heals
	if(spells[spell_id].buffduration < 1) {

		chance += itembonuses.CriticalHealChance + spellbonuses.CriticalHealChance + aabonuses.CriticalHealChance;

		chance += target->GetFocusIncoming(focusFcHealPctCritIncoming, SE_FcHealPctCritIncoming, this, spell_id);

		if (spellbonuses.CriticalHealDecay)
			chance += GetDecayEffectValue(spell_id, SE_CriticalHealDecay);

		if(chance && (zone->random.Roll(chance))) {
			Critical = true;
			modifier = 2; //At present time no critical heal amount modifier SPA exists.
		}

		value *= modifier;
		value += GetFocusEffect(focusFcHealAmtCrit, spell_id) * modifier;
		value += GetFocusEffect(focusFcHealAmt, spell_id);
		value += target->GetFocusIncoming(focusFcHealAmtIncoming, SE_FcHealAmtIncoming, this, spell_id);

		if(itembonuses.HealAmt && spells[spell_id].classes[(GetClass()%16) - 1] >= GetLevel() - 5)
			value += GetExtraSpellAmt(spell_id, itembonuses.HealAmt, value) * modifier;

		value += value*target->GetHealRate(spell_id, this)/100;

		if (IsNPC() && CastToNPC()->GetHealScale())
			value = int(static_cast<float>(value) * CastToNPC()->GetHealScale() / 100.0f);

		if (Critical) {
			entity_list.MessageClose_StringID(this, true, 100, MT_SpellCrits,
					OTHER_CRIT_HEAL, GetName(), itoa(value));

			if (IsClient())
				Message_StringID(MT_SpellCrits, YOU_CRIT_HEAL, itoa(value));
		}

		return value;
	}

	//Heal over time spells. [Heal Rate and Additional Healing effects do not increase this value]
	else {

		chance = itembonuses.CriticalHealOverTime + spellbonuses.CriticalHealOverTime + aabonuses.CriticalHealOverTime;

		chance += target->GetFocusIncoming(focusFcHealPctCritIncoming, SE_FcHealPctCritIncoming, this, spell_id);

		if (spellbonuses.CriticalRegenDecay)
			chance += GetDecayEffectValue(spell_id, SE_CriticalRegenDecay);

		if(chance && zone->random.Roll(chance))
			value *= 2;
	}

	if (IsNPC() && CastToNPC()->GetHealScale())
		value = int(static_cast<float>(value) * CastToNPC()->GetHealScale() / 100.0f);

	return value;
}
Beispiel #16
0
//we need this function to immediately determine, after we receive OP_Fishing, if we can even try to fish, otherwise we have to wait a while to get the failure
bool Client::CanFish() {
	//make sure we still have a fishing pole on:
	const ItemInst* Pole = m_inv[SlotPrimary];
	int32 bslot = m_inv.HasItemByUse(ItemTypeFishingBait, 1, invWhereWorn|invWherePersonal);
	const ItemInst* Bait = nullptr;
	if (bslot != INVALID_INDEX)
		Bait = m_inv.GetItem(bslot);

	if(!Pole || !Pole->IsType(ItemClassCommon) || Pole->GetItem()->ItemType != ItemTypeFishingPole) {
		if (m_inv.HasItemByUse(ItemTypeFishingPole, 1, invWhereWorn|invWherePersonal|invWhereBank|invWhereSharedBank|invWhereTrading|invWhereCursor))	//We have a fishing pole somewhere, just not equipped
			Message_StringID(MT_Skills, FISHING_EQUIP_POLE);	//You need to put your fishing pole in your primary hand.
		else	//We don't have a fishing pole anywhere
			Message_StringID(MT_Skills, FISHING_NO_POLE);	//You can't fish without a fishing pole, go buy one.
		return false;
	}

	if (!Bait || !Bait->IsType(ItemClassCommon) || Bait->GetItem()->ItemType != ItemTypeFishingBait) {
		Message_StringID(MT_Skills, FISHING_NO_BAIT);	//You can't fish without fishing bait, go buy some.
		return false;
	}

	if(zone->zonemap != nullptr && zone->watermap != nullptr && RuleB(Watermap, CheckForWaterWhenFishing)) {

		glm::vec3 rodPosition;
		// Tweak Rod and LineLength if required
		const float RodLength = RuleR(Watermap, FishingRodLength);
		const float LineLength = RuleR(Watermap, FishingLineLength);
		int HeadingDegrees;

		HeadingDegrees = (int) ((GetHeading()*360)/256);
		HeadingDegrees = HeadingDegrees % 360;

		rodPosition.x = m_Position.x + RodLength * sin(HeadingDegrees * M_PI/180.0f);
		rodPosition.y = m_Position.y + RodLength * cos(HeadingDegrees * M_PI/180.0f);
		rodPosition.z = m_Position.z;

		float bestz = zone->zonemap->FindBestZ(rodPosition, nullptr);
		float len = m_Position.z - bestz;
		if(len > LineLength || len < 0.0f) {
			Message_StringID(MT_Skills, FISHING_LAND);
			return false;
		}

		float step_size = RuleR(Watermap, FishingLineStepSize);

		for(float i = 0.0f; i < len; i += step_size) {
			glm::vec3 dest(rodPosition.x, rodPosition.y, m_Position.z - i);

			bool in_lava = zone->watermap->InLava(dest);
			bool in_water = zone->watermap->InWater(dest) || zone->watermap->InVWater(dest);

			if (in_lava) {
				Message_StringID(MT_Skills, FISHING_LAVA);	//Trying to catch a fire elemental or something?
				return false;
			}

			if(in_water) {
				return true;
			}
		}

		Message_StringID(MT_Skills, FISHING_LAND);
		return false;
	}
	return true;
}
Beispiel #17
0
int32 Mob::GetActSpellDamage(uint16 spell_id, int32 value, Mob* target) {

	if (spells[spell_id].targettype == ST_Self)
		return value;

	if (IsNPC())
		value += value*CastToNPC()->GetSpellFocusDMG()/100;

	bool Critical = false;
	int32 value_BaseEffect = 0;
	int chance = 0;

	value_BaseEffect = value + (value*GetFocusEffect(focusFcBaseEffects, spell_id)/100);

	// Need to scale HT damage differently after level 40! It no longer scales by the constant value in the spell file. It scales differently, instead of 10 more damage per level, it does 30 more damage per level. So we multiply the level minus 40 times 20 if they are over level 40.
	if ((spell_id == SPELL_HARM_TOUCH || spell_id == SPELL_HARM_TOUCH2 || spell_id == SPELL_IMP_HARM_TOUCH ) && GetLevel() > 40)
		value -= (GetLevel() - 40) * 20;

	//This adds the extra damage from the AA Unholy Touch, 450 per level to the AA Improved Harm TOuch.
	if (spell_id == SPELL_IMP_HARM_TOUCH && IsClient()) //Improved Harm Touch
		value -= GetAA(aaUnholyTouch) * 450; //Unholy Touch

		chance = RuleI(Spells, BaseCritChance); //Wizard base critical chance is 2% (Does not scale with level)
		chance += itembonuses.CriticalSpellChance + spellbonuses.CriticalSpellChance + aabonuses.CriticalSpellChance;
		chance += itembonuses.FrenziedDevastation + spellbonuses.FrenziedDevastation + aabonuses.FrenziedDevastation;

	//Crtical Hit Calculation pathway
	if (chance > 0 || (IsClient() && GetClass() == WIZARD && GetLevel() >= RuleI(Spells, WizCritLevel))) {

		 int32 ratio = RuleI(Spells, BaseCritRatio); //Critical modifier is applied from spell effects only. Keep at 100 for live like criticals.

		//Improved Harm Touch is a guaranteed crit if you have at least one level of SCF.
		if (spell_id == SPELL_IMP_HARM_TOUCH && IsClient() && (GetAA(aaSpellCastingFury) > 0) && (GetAA(aaUnholyTouch) > 0))
			 chance = 100;

		if (zone->random.Roll(chance)) {
			Critical = true;
			ratio += itembonuses.SpellCritDmgIncrease + spellbonuses.SpellCritDmgIncrease + aabonuses.SpellCritDmgIncrease;
			ratio += itembonuses.SpellCritDmgIncNoStack + spellbonuses.SpellCritDmgIncNoStack + aabonuses.SpellCritDmgIncNoStack;
		}

		else if ((IsClient() && GetClass() == WIZARD) || (IsMerc() && GetClass() == CASTERDPS)) {
			if ((GetLevel() >= RuleI(Spells, WizCritLevel)) && zone->random.Roll(RuleI(Spells, WizCritChance))){
				//Wizard innate critical chance is calculated seperately from spell effect and is not a set ratio. (20-70 is parse confirmed)
				ratio += zone->random.Int(20,70);
				Critical = true;
			}
		}

		if (IsClient() && GetClass() == WIZARD)
			ratio += RuleI(Spells, WizCritRatio); //Default is zero

		if (Critical){

			value = value_BaseEffect*ratio/100;

			value += value_BaseEffect*GetFocusEffect(focusImprovedDamage, spell_id)/100;

			value += int(value_BaseEffect*GetFocusEffect(focusFcDamagePctCrit, spell_id)/100)*ratio/100;

			if (target) {
				value += int(value_BaseEffect*target->GetVulnerability(this, spell_id, 0)/100)*ratio/100;
				value -= target->GetFcDamageAmtIncoming(this, spell_id);
			}

			value -= GetFocusEffect(focusFcDamageAmtCrit, spell_id)*ratio/100;

			value -= GetFocusEffect(focusFcDamageAmt, spell_id);

			if(itembonuses.SpellDmg && spells[spell_id].classes[(GetClass()%16) - 1] >= GetLevel() - 5)
				value -= GetExtraSpellAmt(spell_id, itembonuses.SpellDmg, value)*ratio/100;

			else if (IsNPC() && CastToNPC()->GetSpellScale())
				value = int(static_cast<float>(value) * CastToNPC()->GetSpellScale() / 100.0f);

			entity_list.MessageClose_StringID(this, true, 100, MT_SpellCrits,
					OTHER_CRIT_BLAST, GetName(), itoa(-value));

			if (IsClient())
				Message_StringID(MT_SpellCrits, YOU_CRIT_BLAST, itoa(-value));

			return value;
		}
	}
	//Non Crtical Hit Calculation pathway
	value = value_BaseEffect;

	value += value_BaseEffect*GetFocusEffect(focusImprovedDamage, spell_id)/100;

	value += value_BaseEffect*GetFocusEffect(focusFcDamagePctCrit, spell_id)/100;

	if (target) {
		value += value_BaseEffect*target->GetVulnerability(this, spell_id, 0)/100;
		value -= target->GetFcDamageAmtIncoming(this, spell_id);
	}

	value -= GetFocusEffect(focusFcDamageAmtCrit, spell_id);

	value -= GetFocusEffect(focusFcDamageAmt, spell_id);

	if(itembonuses.SpellDmg && spells[spell_id].classes[(GetClass()%16) - 1] >= GetLevel() - 5)
		 value -= GetExtraSpellAmt(spell_id, itembonuses.SpellDmg, value);

	if (IsNPC() && CastToNPC()->GetSpellScale())
		value = int(static_cast<float>(value) * CastToNPC()->GetSpellScale() / 100.0f);

	return value;
}
Beispiel #18
0
void Client::FinishAlternateAdvancementPurchase(AA::Rank *rank, bool ignore_cost) {
	int rank_id = rank->base_ability->first_rank_id;

	if(rank->base_ability->charges > 0) {
		uint32 charges = 0;
		GetAA(rank_id, &charges);

		if(charges > 0) {
			return;
		}

		SetAA(rank_id, rank->current_value, rank->base_ability->charges);
	}
	else {
		SetAA(rank_id, rank->current_value, 0);

		//if not max then send next aa
		if(rank->next) {
			SendAlternateAdvancementRank(rank->base_ability->id, rank->next->current_value);
		}
	}

	int cost = !ignore_cost ? rank->cost : 0;

	m_pp.aapoints -= cost ;
	SaveAA();

	SendAlternateAdvancementPoints();
	SendAlternateAdvancementStats();

	if(rank->prev) {
		Message_StringID(15, AA_IMPROVE,
						 std::to_string(rank->title_sid).c_str(),
						 std::to_string(rank->prev->current_value).c_str(),
						 std::to_string(cost).c_str(),
						 cost == 1 ? std::to_string(AA_POINT).c_str() : std::to_string(AA_POINTS).c_str());

		/* QS: Player_Log_AA_Purchases */
		if(RuleB(QueryServ, PlayerLogAAPurchases)) {
			std::string event_desc = StringFormat("Ranked AA Purchase :: aa_id:%i at cost:%i in zoneid:%i instid:%i", rank->id, cost, GetZoneID(), GetInstanceID());
			QServ->PlayerLogEvent(Player_Log_AA_Purchases, CharacterID(), event_desc);
		}
	}
	else {
		Message_StringID(15, AA_GAIN_ABILITY,
						 std::to_string(rank->title_sid).c_str(),
						 std::to_string(cost).c_str(),
						 cost == 1 ? std::to_string(AA_POINT).c_str() : std::to_string(AA_POINTS).c_str());
		/* QS: Player_Log_AA_Purchases */
		if(RuleB(QueryServ, PlayerLogAAPurchases)) {
			std::string event_desc = StringFormat("Initial AA Purchase :: aa_id:%i at cost:%i in zoneid:%i instid:%i", rank->id, cost, GetZoneID(), GetInstanceID());
			QServ->PlayerLogEvent(Player_Log_AA_Purchases, CharacterID(), event_desc);
		}
	}

	CalcBonuses();

	if(cost > 0) {
		if(title_manager.IsNewAATitleAvailable(m_pp.aapoints_spent, GetBaseClass()))
			NotifyNewTitlesAvailable();
	}
}
Beispiel #19
0
void Client::AddEXP(uint32 in_add_exp, uint8 conlevel, bool resexp) {

	uint32 add_exp = in_add_exp;

	if(!resexp && (XPRate != 0))
		add_exp = static_cast<uint32>(in_add_exp * (static_cast<float>(XPRate) / 100.0f));
	
	if (m_epp.perAA<0 || m_epp.perAA>100)
		m_epp.perAA=0;	// stop exploit with sanity check
	
	uint32 add_aaxp;
	if(resexp) {
		add_aaxp = 0;
	} else {

		//figure out how much of this goes to AAs
		add_aaxp = add_exp * m_epp.perAA / 100;
		//take that ammount away from regular exp
		add_exp -= add_aaxp;
	
		float totalmod = 1.0;
		float zemmod = 1.0;
		//get modifiers
		if(RuleR(Character, ExpMultiplier) >= 0){
			totalmod *= RuleR(Character, ExpMultiplier);
		}

		if(zone->newzone_data.zone_exp_multiplier >= 0){
			zemmod *= zone->newzone_data.zone_exp_multiplier;
		}

		if(RuleB(Character,UseRaceClassExpBonuses))
		{
			if(GetBaseRace() == HALFLING){
				totalmod *= 1.05;
			}

			if(GetClass() == ROGUE || GetClass() == WARRIOR){
				totalmod *= 1.05;
			}
		}

		if(zone->IsHotzone())
		{
			totalmod += RuleR(Zone, HotZoneBonus);
		}

		add_exp = uint32(float(add_exp) * totalmod * zemmod);
	
		if(RuleB(Character,UseXPConScaling))
		{
			if (conlevel != 0xFF && !resexp) {
				switch (conlevel)
				{
					case CON_GREEN:
						add_exp = 0;
						add_aaxp = 0;
						return;
					case CON_LIGHTBLUE:
							add_exp = add_exp * RuleI(Character, LightBlueModifier)/100;
							add_aaxp = add_aaxp * RuleI(Character, LightBlueModifier)/100;
						break;
					case CON_BLUE:
							add_exp = add_exp * RuleI(Character, BlueModifier)/100;
							add_aaxp = add_aaxp * RuleI(Character, BlueModifier)/100;
						break;
					case CON_WHITE:
							add_exp = add_exp * RuleI(Character, WhiteModifier)/100;
							add_aaxp = add_aaxp * RuleI(Character, WhiteModifier)/100;
						break;
					case CON_YELLOW:
							add_exp = add_exp * RuleI(Character, YellowModifier)/100;
							add_aaxp = add_aaxp * RuleI(Character, YellowModifier)/100;
						break;
					case CON_RED:
							add_exp = add_exp * RuleI(Character, RedModifier)/100;
							add_aaxp = add_aaxp * RuleI(Character, RedModifier)/100;
						break;
				}
			}
		}

		if(IsLeadershipEXPOn() && ((conlevel == CON_BLUE) || (conlevel == CON_WHITE) || (conlevel == CON_YELLOW) || (conlevel == CON_RED))) {
			add_exp = static_cast<uint32>(static_cast<float>(add_exp) * 0.8f);

			if(GetGroup())
			{
				if((m_pp.group_leadership_points < MaxBankedGroupLeadershipPoints(GetLevel()))
				   && (RuleI(Character, KillsPerGroupLeadershipAA) > 0))
				{
					AddLeadershipEXP(GROUP_EXP_PER_POINT / RuleI(Character, KillsPerGroupLeadershipAA), 0);
					Message_StringID(MT_Leadership, GAIN_GROUP_LEADERSHIP_EXP);
				}
				else
					Message_StringID(MT_Leadership, MAX_GROUP_LEADERSHIP_POINTS);
			}
			else
			{
				if((m_pp.raid_leadership_points < MaxBankedRaidLeadershipPoints(GetLevel()))
				   && (RuleI(Character, KillsPerRaidLeadershipAA) > 0))
				{
					AddLeadershipEXP(0, RAID_EXP_PER_POINT / RuleI(Character, KillsPerRaidLeadershipAA));
					Message_StringID(MT_Leadership, GAIN_RAID_LEADERSHIP_EXP);
				}
				else
					Message_StringID(MT_Leadership, MAX_RAID_LEADERSHIP_POINTS);
			}

		}

	}	//end !resexp

	float aatotalmod = 1.0;
	if(zone->newzone_data.zone_exp_multiplier >= 0){
		aatotalmod *= zone->newzone_data.zone_exp_multiplier;
	}

	

	if(RuleB(Character,UseRaceClassExpBonuses))
	{
		if(GetBaseRace() == HALFLING){
			aatotalmod *= 1.05;
		}

		if(GetClass() == ROGUE || GetClass() == WARRIOR){
			aatotalmod *= 1.05;
		}
	}

	if(RuleB(Zone, LevelBasedEXPMods)){
		if(zone->level_exp_mod[GetLevel()].ExpMod){
			add_exp *= zone->level_exp_mod[GetLevel()].ExpMod;
			add_aaxp *= zone->level_exp_mod[GetLevel()].AAExpMod;
		}
	}

	uint32 exp = GetEXP() + add_exp;

	uint32 aaexp = (uint32)(RuleR(Character, AAExpMultiplier) * add_aaxp * aatotalmod);
	uint32 had_aaexp = GetAAXP();
	aaexp += had_aaexp;
	if(aaexp < had_aaexp)
		aaexp = had_aaexp;	//watch for wrap
	
	SetEXP(exp, aaexp, resexp);
}
Beispiel #20
0
void Client::ActivateAlternateAdvancementAbility(int rank_id, int target_id) {
	AA::Rank *rank = zone->GetAlternateAdvancementRank(rank_id);
	if(!rank) {
		return;
	}

	AA::Ability *ability = rank->base_ability;
	if(!ability) {
		return;
	}

	if(!IsValidSpell(rank->spell)) {
		return;
	}

	if(!CanUseAlternateAdvancementRank(rank)) {
		return;
	}

	//make sure it is not a passive
	if(!rank->effects.empty()) {
		return;
	}

	uint32 charges = 0;
	// We don't have the AA
	if (!GetAA(rank_id, &charges))
		return;

	//if expendable make sure we have charges
	if(ability->charges > 0 && charges < 1)
		return;

	//check cooldown
	if(!p_timers.Expired(&database, rank->spell_type + pTimerAAStart, false)) {
		uint32 aaremain = p_timers.GetRemainingTime(rank->spell_type + pTimerAAStart);
		uint32 aaremain_hr = aaremain / (60 * 60);
		uint32 aaremain_min = (aaremain / 60) % 60;
		uint32 aaremain_sec = aaremain % 60;

		if(aaremain_hr >= 1) {
			Message(13, "You can use this ability again in %u hour(s) %u minute(s) %u seconds",
			aaremain_hr, aaremain_min, aaremain_sec);
		}
		else {
			Message(13, "You can use this ability again in %u minute(s) %u seconds",
			aaremain_min, aaremain_sec);
		}

		return;
	}

	//calculate cooldown
	int cooldown = rank->recast_time - GetAlternateAdvancementCooldownReduction(rank);
	if(cooldown < 0) {
		cooldown = 0;
	}

	if (!IsCastWhileInvis(rank->spell))
		CommonBreakInvisible();

	if (spells[rank->spell].sneak && (!hidden || (hidden && (Timer::GetCurrentTime() - tmHidden) < 4000))) {
		Message_StringID(MT_SpellFailure, SNEAK_RESTRICT);
		return;
	}
	//
	// Modern clients don't require pet targeted for AA casts that are ST_Pet
	if (spells[rank->spell].targettype == ST_Pet || spells[rank->spell].targettype == ST_SummonedPet)
		target_id = GetPetID();

	// extra handling for cast_not_standing spells
	if (!spells[rank->spell].cast_not_standing) {
		if (GetAppearance() == eaSitting) // we need to stand!
			SetAppearance(eaStanding, false);

		if (GetAppearance() != eaStanding) {
			Message_StringID(MT_SpellFailure, STAND_TO_CAST);
			return;
		}
	}

	// Bards can cast instant cast AAs while they are casting another song
	if(spells[rank->spell].cast_time == 0 && GetClass() == BARD && IsBardSong(casting_spell_id)) {
		if(!SpellFinished(rank->spell, entity_list.GetMob(target_id), EQEmu::spells::CastingSlot::AltAbility, spells[rank->spell].mana, -1, spells[rank->spell].ResistDiff, false)) {
			return;
		}
		ExpendAlternateAdvancementCharge(ability->id);
	} else {
		if(!CastSpell(rank->spell, target_id, EQEmu::spells::CastingSlot::AltAbility, -1, -1, 0, -1, rank->spell_type + pTimerAAStart, cooldown, nullptr, rank->id)) {
			return;
		}
	}

	CastToClient()->GetPTimers().Start(rank->spell_type + pTimerAAStart, cooldown);
	SendAlternateAdvancementTimer(rank->spell_type, 0, 0);
}
Beispiel #21
0
bool Client::UseDiscipline(uint32 spell_id, uint32 target) {
    // Dont let client waste a reuse timer if they can't use the disc
    if (IsStunned() || IsFeared() || IsMezzed() || IsAmnesiad() || IsPet())
    {
        return(false);
    }

    //make sure we have the spell...
    int r;
    for(r = 0; r < MAX_PP_DISCIPLINES; r++) {
        if(m_pp.disciplines.values[r] == spell_id)
            break;
    }
    if(r == MAX_PP_DISCIPLINES)
        return(false);	//not found.

    //Check the disc timer
    pTimerType DiscTimer = pTimerDisciplineReuseStart + spells[spell_id].EndurTimerIndex;
    if(!p_timers.Expired(&database, DiscTimer)) {
        /*char val1[20]={0};*/	//unused
        /*char val2[20]={0};*/	//unused
        uint32 remain = p_timers.GetRemainingTime(DiscTimer);
        //Message_StringID(0, DISCIPLINE_CANUSEIN, ConvertArray((remain)/60,val1), ConvertArray(remain%60,val2));
        Message(0, "You can use this discipline in %d minutes %d seconds.", ((remain)/60), (remain%60));
        return(false);
    }

    //make sure we can use it..
    if(!IsValidSpell(spell_id)) {
        Message(13, "This tome contains invalid knowledge.");
        return(false);
    }

    //can we use the spell?
    const SPDat_Spell_Struct &spell = spells[spell_id];
    uint8 level_to_use = spell.classes[GetClass() - 1];
    if(level_to_use == 255) {
        Message(13, "Your class cannot learn from this tome.");
        //should summon them a new one...
        return(false);
    }

    if(level_to_use > GetLevel()) {
        Message_StringID(13, DISC_LEVEL_USE_ERROR);
        //should summon them a new one...
        return(false);
    }

    if(GetEndurance() > spell.EndurCost) {
        SetEndurance(GetEndurance() - spell.EndurCost);
    } else {
        Message(11, "You are too fatigued to use this skill right now.");
        return(false);
    }

    if(spell.recast_time > 0)
    {
        uint32 reduced_recast = spell.recast_time / 1000;
        reduced_recast -= CastToClient()->GetFocusEffect(focusReduceRecastTime, spell_id);
        if(reduced_recast < 0)
            reduced_recast = 0;

        CastSpell(spell_id, target, DISCIPLINE_SPELL_SLOT, -1, -1, 0, -1, (uint32)DiscTimer, reduced_recast);
        if(spells[spell_id].EndurTimerIndex < MAX_DISCIPLINE_TIMERS)
        {
            EQApplicationPacket *outapp = new EQApplicationPacket(OP_DisciplineTimer, sizeof(DisciplineTimer_Struct));
            DisciplineTimer_Struct *dts = (DisciplineTimer_Struct *)outapp->pBuffer;
            dts->TimerID = spells[spell_id].EndurTimerIndex;
            dts->Duration = reduced_recast;
            QueuePacket(outapp);
            safe_delete(outapp);
        }
    }
    else
    {
        CastSpell(spell_id, target, DISCIPLINE_SPELL_SLOT);
    }
    return(true);
}
Beispiel #22
0
void Client::SetEXP(uint32 set_exp, uint32 set_aaxp, bool isrezzexp) {
	Log.Out(Logs::Detail, Logs::None, "Attempting to Set Exp for %s (XP: %u, AAXP: %u, Rez: %s)", this->GetCleanName(), set_exp, set_aaxp, isrezzexp ? "true" : "false");
	//max_AAXP = GetEXPForLevel(52) - GetEXPForLevel(51);	//GetEXPForLevel() doesn't depend on class/race, just level, so it shouldn't change between Clients
	max_AAXP = RuleI(AA, ExpPerPoint);	//this may be redundant since we're doing this in Client::FinishConnState2()
	if (max_AAXP == 0 || GetEXPForLevel(GetLevel()) == 0xFFFFFFFF) {
		Message(13, "Error in Client::SetEXP. EXP not set.");
		return; // Must be invalid class/race
	}

	if ((set_exp + set_aaxp) > (m_pp.exp+m_pp.expAA)) {
		if (isrezzexp)
			this->Message_StringID(MT_Experience, REZ_REGAIN);
		else{
			if(this->IsGrouped())
				this->Message_StringID(MT_Experience, GAIN_GROUPXP);
			else if(IsRaidGrouped())
				Message_StringID(MT_Experience, GAIN_RAIDEXP);
			else
				this->Message_StringID(MT_Experience, GAIN_XP);
		}
	}
	else if((set_exp + set_aaxp) < (m_pp.exp+m_pp.expAA)){ //only loss message if you lose exp, no message if you gained/lost nothing.
		Message(15, "You have lost experience.");
	}

	//check_level represents the level we should be when we have
	//this ammount of exp (once these loops complete)
	uint16 check_level = GetLevel()+1;
	//see if we gained any levels
	bool level_increase = true;
	int8 level_count = 0;

	while (set_exp >= GetEXPForLevel(check_level)) {
		check_level++;
		if (check_level > 127) {	//hard level cap
			check_level = 127;
			break;
		}
		level_count++;

		if(GetMercID())
			UpdateMercLevel();
	}
	//see if we lost any levels
	while (set_exp < GetEXPForLevel(check_level-1)) {
		check_level--;
		if (check_level < 2) {	//hard level minimum
			check_level = 2;
			break;
		}
		level_increase = false;
		if(GetMercID())
			UpdateMercLevel();
	}
	check_level--;


	//see if we gained any AAs
	if (set_aaxp >= max_AAXP) {
		/*
			Note: AA exp is stored differently than normal exp.
			Exp points are only stored in m_pp.expAA until you
			gain a full AA point, once you gain it, a point is
			added to m_pp.aapoints and the ammount needed to gain
			that point is subtracted from m_pp.expAA

			then, once they spend an AA point, it is subtracted from
			m_pp.aapoints. In theory it then goes into m_pp.aapoints_spent,
			but im not sure if we have that in the right spot.
		*/
		//record how many points we have
		uint32 last_unspentAA = m_pp.aapoints;

		//figure out how many AA points we get from the exp were setting
		m_pp.aapoints = set_aaxp / max_AAXP;
		Log.Out(Logs::Detail, Logs::None, "Calculating additional AA Points from AAXP for %s: %u / %u = %.1f points", this->GetCleanName(), set_aaxp, max_AAXP, (float)set_aaxp / (float)max_AAXP);

		//get remainder exp points, set in PP below
		set_aaxp = set_aaxp - (max_AAXP * m_pp.aapoints);

		//add in how many points we had
		m_pp.aapoints += last_unspentAA;
		//set_aaxp = m_pp.expAA % max_AAXP;

		//figure out how many points were actually gained
		/*uint32 gained = m_pp.aapoints - last_unspentAA;*/	//unused

		//Message(15, "You have gained %d skill points!!", m_pp.aapoints - last_unspentAA);
		char val1[20]={0};
		Message_StringID(MT_Experience, GAIN_ABILITY_POINT,ConvertArray(m_pp.aapoints, val1),m_pp.aapoints == 1 ? "" : "(s)");	//You have gained an ability point! You now have %1 ability point%2.
		
		/* QS: PlayerLogAARate */
		if (RuleB(QueryServ, PlayerLogAARate)){
			int add_points = (m_pp.aapoints - last_unspentAA);
			std::string query = StringFormat("INSERT INTO `qs_player_aa_rate_hourly` (char_id, aa_count, hour_time) VALUES (%i, %i, UNIX_TIMESTAMP() - MOD(UNIX_TIMESTAMP(), 3600)) ON DUPLICATE KEY UPDATE `aa_count` = `aa_count` + %i", this->CharacterID(), add_points, add_points);
			QServ->SendQuery(query.c_str());
		}

		//Message(15, "You now have %d skill points available to spend.", m_pp.aapoints);
	}

	uint8 maxlevel = RuleI(Character, MaxExpLevel) + 1;

	if(maxlevel <= 1)
		maxlevel = RuleI(Character, MaxLevel) + 1;

	if(check_level > maxlevel) {
		check_level = maxlevel;

		if(RuleB(Character, KeepLevelOverMax)) {
			set_exp = GetEXPForLevel(GetLevel()+1);
		}
		else {
			set_exp = GetEXPForLevel(maxlevel);
		}
	}

	if(RuleB(Character, PerCharacterQglobalMaxLevel)){
		uint32 MaxLevel = GetCharMaxLevelFromQGlobal();
		if(MaxLevel){
			if(GetLevel() >= MaxLevel){
				uint32 expneeded = GetEXPForLevel(MaxLevel);
				if(set_exp > expneeded) {
					set_exp = expneeded;
				}
			}
		}
	}

	if ((GetLevel() != check_level) && !(check_level >= maxlevel)) {
		char val1[20]={0};
		if (level_increase)
		{
			if (level_count == 1)
				Message_StringID(MT_Experience, GAIN_LEVEL, ConvertArray(check_level, val1));
			else
				Message(15, "Welcome to level %i!", check_level);

			if (check_level == RuleI(Character, DeathItemLossLevel))
				Message_StringID(15, CORPSE_ITEM_LOST);

			if (check_level == RuleI(Character, DeathExpLossLevel))
				Message_StringID(15, CORPSE_EXP_LOST);
		}
		else
			Message_StringID(MT_Experience, LOSE_LEVEL, ConvertArray(check_level, val1));

#ifdef BOTS
		uint8 myoldlevel = GetLevel();
#endif

		SetLevel(check_level);

#ifdef BOTS
		if(RuleB(Bots, BotLevelsWithOwner))
			// hack way of doing this..but, least invasive... (same criteria as gain level for sendlvlapp)
			Bot::LevelBotWithClient(this, GetLevel(), (myoldlevel==check_level-1));
#endif
	}

	//If were at max level then stop gaining experience if we make it to the cap
	if(GetLevel() == maxlevel - 1){
		uint32 expneeded = GetEXPForLevel(maxlevel);
		if(set_exp > expneeded) {
			set_exp = expneeded;
		}
	}

	//set the client's EXP and AAEXP
	m_pp.exp = set_exp;
	m_pp.expAA = set_aaxp;

	if (GetLevel() < 51) {
		m_epp.perAA = 0;	// turn off aa exp if they drop below 51
	} else
		SendAAStats();	//otherwise, send them an AA update

	//send the expdata in any case so the xp bar isnt stuck after leveling
	uint32 tmpxp1 = GetEXPForLevel(GetLevel()+1);
	uint32 tmpxp2 = GetEXPForLevel(GetLevel());
	// Quag: crash bug fix... Divide by zero when tmpxp1 and 2 equalled each other, most likely the error case from GetEXPForLevel() (invalid class, etc)
	if (tmpxp1 != tmpxp2 && tmpxp1 != 0xFFFFFFFF && tmpxp2 != 0xFFFFFFFF) {
		EQApplicationPacket* outapp = new EQApplicationPacket(OP_ExpUpdate, sizeof(ExpUpdate_Struct));
		ExpUpdate_Struct* eu = (ExpUpdate_Struct*)outapp->pBuffer;
		float tmpxp = (float) ( (float) set_exp-tmpxp2 ) / ( (float) tmpxp1-tmpxp2 );
		eu->exp = (uint32)(330.0f * tmpxp);
		FastQueuePacket(&outapp);
	}

	if (admin>=100 && GetGM()) {
		char val1[20]={0};
		char val2[20]={0};
		char val3[20]={0};
		Message_StringID(MT_Experience, GM_GAINXP,ConvertArray(set_aaxp,val1),ConvertArray(set_exp,val2),ConvertArray(GetEXPForLevel(GetLevel()+1),val3));	//[GM] You have gained %1 AXP and %2 EXP (%3).
		//Message(15, "[GM] You now have %d / %d EXP and %d / %d AA exp.", set_exp, GetEXPForLevel(GetLevel()+1), set_aaxp, max_AAXP);
	}
}