SabrehavenServer/src/combat.cpp
2020-02-17 18:54:49 +02:00

1929 lines
52 KiB
C++

/**
* Tibia GIMUD Server - a free and open-source MMORPG server emulator
* Copyright (C) 2019 Sabrehaven and Mark Samman <mark.samman@gmail.com>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along
* with this program; if not, write to the Free Software Foundation, Inc.,
* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#include "otpch.h"
#include "combat.h"
#include "game.h"
#include "configmanager.h"
#include "monster.h"
#include "events.h"
extern Game g_game;
extern ConfigManager g_config;
extern Events* g_events;
CombatDamage Combat::getCombatDamage(Creature* creature) const
{
CombatDamage damage;
damage.origin = params.origin;
damage.type = params.combatType;
if (formulaType == COMBAT_FORMULA_DAMAGE) {
damage.min = static_cast<int32_t>(mina);
damage.max = static_cast<int32_t>(maxa);
} else if (creature) {
int32_t min, max;
if (creature->getCombatValues(min, max)) {
damage.min = min;
damage.max = max;
} else if (Player* player = creature->getPlayer()) {
if (params.valueCallback) {
params.valueCallback->getMinMaxValues(player, damage, params.useCharges);
}
}
}
return damage;
}
void Combat::getCombatArea(const Position& centerPos, const Position& targetPos, const AreaCombat* area, std::forward_list<Tile*>& list)
{
if (targetPos.z >= MAP_MAX_LAYERS) {
return;
}
if (area) {
area->getList(centerPos, targetPos, list);
} else {
Tile* tile = g_game.map.getTile(targetPos);
if (!tile) {
tile = new StaticTile(targetPos.x, targetPos.y, targetPos.z);
g_game.map.setTile(targetPos, tile);
}
list.push_front(tile);
}
}
CombatType_t Combat::ConditionToDamageType(ConditionType_t type)
{
switch (type) {
case CONDITION_FIRE:
return COMBAT_FIREDAMAGE;
case CONDITION_ENERGY:
return COMBAT_ENERGYDAMAGE;
case CONDITION_POISON:
return COMBAT_EARTHDAMAGE;
case CONDITION_DROWN:
return COMBAT_DROWNDAMAGE;
default:
break;
}
return COMBAT_NONE;
}
ConditionType_t Combat::DamageToConditionType(CombatType_t type)
{
switch (type) {
case COMBAT_FIREDAMAGE:
return CONDITION_FIRE;
case COMBAT_ENERGYDAMAGE:
return CONDITION_ENERGY;
case COMBAT_EARTHDAMAGE:
return CONDITION_POISON;
case COMBAT_DROWNDAMAGE:
return CONDITION_DROWN;
default:
return CONDITION_NONE;
}
}
bool Combat::isPlayerCombat(const Creature* target)
{
if (target->getPlayer()) {
return true;
}
if (target->isSummon() && target->getMaster()->getPlayer()) {
return true;
}
return false;
}
ReturnValue Combat::canTargetCreature(Player* player, Creature* target)
{
if (player == target) {
return RETURNVALUE_YOUMAYNOTATTACKTHISPLAYER;
}
if (!player->hasFlag(PlayerFlag_IgnoreProtectionZone)) {
//pz-zone
if (player->getZone() == ZONE_PROTECTION) {
return RETURNVALUE_YOUMAYNOTATTACKAPERSONWHILEINPROTECTIONZONE;
}
if (target->getZone() == ZONE_PROTECTION) {
return RETURNVALUE_YOUMAYNOTATTACKAPERSONINPROTECTIONZONE;
}
//nopvp-zone
if (isPlayerCombat(target)) {
if (player->getZone() == ZONE_NOPVP) {
return RETURNVALUE_ACTIONNOTPERMITTEDINANOPVPZONE;
}
if (target->getZone() == ZONE_NOPVP) {
return RETURNVALUE_YOUMAYNOTATTACKAPERSONINPROTECTIONZONE;
}
}
}
if (player->hasFlag(PlayerFlag_CannotUseCombat) || !target->isAttackable()) {
if (target->getPlayer()) {
return RETURNVALUE_YOUMAYNOTATTACKTHISPLAYER;
} else {
return RETURNVALUE_YOUMAYNOTATTACKTHISCREATURE;
}
}
if (target->getPlayer()) {
if (isProtected(player, target->getPlayer())) {
return RETURNVALUE_YOUMAYNOTATTACKTHISPLAYER;
}
if (player->hasSecureMode() && !Combat::isInPvpZone(player, target) && player->getSkullClient(target->getPlayer()) == SKULL_NONE) {
return RETURNVALUE_TURNSECUREMODETOATTACKUNMARKEDPLAYERS;
}
}
return Combat::canDoCombat(player, target);
}
ReturnValue Combat::canDoCombat(Creature* caster, Tile* tile, bool aggressive)
{
if (tile->hasProperty(CONST_PROP_BLOCKPROJECTILE)) {
return RETURNVALUE_NOTENOUGHROOM;
}
if (tile->hasProperty(CONST_PROP_BLOCKPROJECTILE) && tile->hasProperty(CONST_PROP_IMMOVABLEBLOCKSOLID)) {
return RETURNVALUE_NOTENOUGHROOM;
}
if (tile->hasProperty(CONST_PROP_IMMOVABLEBLOCKSOLID) && tile->hasProperty(CONST_PROP_UNLAY)) {
return RETURNVALUE_NOTENOUGHROOM;
}
if (tile->getTeleportItem()) {
return RETURNVALUE_NOTENOUGHROOM;
}
if (caster) {
const Position& casterPosition = caster->getPosition();
const Position& tilePosition = tile->getPosition();
if (casterPosition.z < tilePosition.z) {
return RETURNVALUE_FIRSTGODOWNSTAIRS;
}
else if (casterPosition.z > tilePosition.z) {
return RETURNVALUE_FIRSTGOUPSTAIRS;
}
if (const Player* player = caster->getPlayer()) {
if (player->hasFlag(PlayerFlag_IgnoreProtectionZone)) {
return RETURNVALUE_NOERROR;
}
}
}
//pz-zone
if (aggressive && tile->hasFlag(TILESTATE_PROTECTIONZONE)) {
return RETURNVALUE_ACTIONNOTPERMITTEDINPROTECTIONZONE;
}
return g_events->eventCreatureOnAreaCombat(caster, tile, aggressive);
}
bool Combat::isInPvpZone(const Creature* attacker, const Creature* target)
{
return attacker->getZone() == ZONE_PVP && target->getZone() == ZONE_PVP;
}
bool Combat::isProtected(const Player* attacker, const Player* target)
{
uint32_t protectionLevel = g_config.getNumber(ConfigManager::PROTECTION_LEVEL);
if (target->getLevel() < protectionLevel || attacker->getLevel() < protectionLevel) {
return true;
}
if (attacker->getVocationId() == VOCATION_NONE || target->getVocationId() == VOCATION_NONE) {
return true;
}
return false;
}
ReturnValue Combat::canDoCombat(Creature* attacker, Creature* target)
{
if (!attacker) {
return g_events->eventCreatureOnTargetCombat(attacker, target);
}
if (const Player* targetPlayer = target->getPlayer()) {
if (targetPlayer->hasFlag(PlayerFlag_CannotBeAttacked)) {
return RETURNVALUE_YOUMAYNOTATTACKTHISPLAYER;
}
if (const Player* attackerPlayer = attacker->getPlayer()) {
if (attackerPlayer->hasFlag(PlayerFlag_CannotAttackPlayer)) {
return RETURNVALUE_YOUMAYNOTATTACKTHISPLAYER;
}
if (isProtected(attackerPlayer, targetPlayer)) {
return RETURNVALUE_YOUMAYNOTATTACKTHISPLAYER;
}
//nopvp-zone
const Tile* targetPlayerTile = targetPlayer->getTile();
if (targetPlayerTile->hasFlag(TILESTATE_NOPVPZONE)) {
return RETURNVALUE_ACTIONNOTPERMITTEDINANOPVPZONE;
}
else if (attackerPlayer->getTile()->hasFlag(TILESTATE_NOPVPZONE) && !targetPlayerTile->hasFlag(TILESTATE_NOPVPZONE | TILESTATE_PROTECTIONZONE)) {
return RETURNVALUE_ACTIONNOTPERMITTEDINANOPVPZONE;
}
}
if (attacker->isSummon()) {
if (const Player* masterAttackerPlayer = attacker->getMaster()->getPlayer()) {
if (masterAttackerPlayer->hasFlag(PlayerFlag_CannotAttackPlayer)) {
return RETURNVALUE_YOUMAYNOTATTACKTHISPLAYER;
}
if (targetPlayer->getTile()->hasFlag(TILESTATE_NOPVPZONE)) {
return RETURNVALUE_ACTIONNOTPERMITTEDINANOPVPZONE;
}
if (isProtected(masterAttackerPlayer, targetPlayer)) {
return RETURNVALUE_YOUMAYNOTATTACKTHISPLAYER;
}
}
}
}
else if (target->getMonster()) {
if (const Player* attackerPlayer = attacker->getPlayer()) {
if (attackerPlayer->hasFlag(PlayerFlag_CannotAttackMonster)) {
return RETURNVALUE_YOUMAYNOTATTACKTHISCREATURE;
}
if (target->isSummon() && target->getMaster()->getPlayer() && target->getZone() == ZONE_NOPVP) {
return RETURNVALUE_ACTIONNOTPERMITTEDINANOPVPZONE;
}
}
}
if (g_game.getWorldType() == WORLD_TYPE_NO_PVP) {
if (attacker->getPlayer() || (attacker->isSummon() && attacker->getMaster()->getPlayer())) {
if (target->getPlayer()) {
if (!isInPvpZone(attacker, target)) {
return RETURNVALUE_YOUMAYNOTATTACKTHISPLAYER;
}
}
if (target->isSummon() && target->getMaster()->getPlayer()) {
if (!isInPvpZone(attacker, target)) {
return RETURNVALUE_YOUMAYNOTATTACKTHISCREATURE;
}
}
}
}
return g_events->eventCreatureOnTargetCombat(attacker, target);
}
void Combat::setPlayerCombatValues(formulaType_t formulaType, double mina, double minb, double maxa, double maxb)
{
this->formulaType = formulaType;
this->mina = mina;
this->minb = minb;
this->maxa = maxa;
this->maxb = maxb;
}
bool Combat::setParam(CombatParam_t param, uint32_t value)
{
switch (param) {
case COMBAT_PARAM_TYPE: {
params.combatType = static_cast<CombatType_t>(value);
return true;
}
case COMBAT_PARAM_EFFECT: {
params.impactEffect = static_cast<uint8_t>(value);
return true;
}
case COMBAT_PARAM_DISTANCEEFFECT: {
params.distanceEffect = static_cast<uint8_t>(value);
return true;
}
case COMBAT_PARAM_BLOCKARMOR: {
params.blockedByArmor = (value != 0);
return true;
}
case COMBAT_PARAM_BLOCKSHIELD: {
params.blockedByShield = (value != 0);
return true;
}
case COMBAT_PARAM_TARGETCASTERORTOPMOST: {
params.targetCasterOrTopMost = (value != 0);
return true;
}
case COMBAT_PARAM_CREATEITEM: {
params.itemId = value;
return true;
}
case COMBAT_PARAM_AGGRESSIVE: {
params.aggressive = (value != 0);
return true;
}
case COMBAT_PARAM_DISPEL: {
params.dispelType = static_cast<ConditionType_t>(value);
return true;
}
case COMBAT_PARAM_USECHARGES: {
params.useCharges = (value != 0);
return true;
}
case COMBAT_PARAM_DECREASEDAMAGE: {
params.decreaseDamage = static_cast<uint16_t>(value);
return true;
}
case COMBAT_PARAM_MAXIMUMDECREASEDDAMAGE: {
params.maximumDecreasedDamage = static_cast<uint16_t>(value);
return true;
}
}
return false;
}
bool Combat::setCallback(CallBackParam_t key)
{
switch (key) {
case CALLBACK_PARAM_LEVELMAGICVALUE: {
params.valueCallback.reset(new ValueCallback(COMBAT_FORMULA_LEVELMAGIC));
return true;
}
case CALLBACK_PARAM_SKILLVALUE: {
params.valueCallback.reset(new ValueCallback(COMBAT_FORMULA_SKILL));
return true;
}
case CALLBACK_PARAM_TARGETTILE: {
params.tileCallback.reset(new TileCallback());
return true;
}
case CALLBACK_PARAM_TARGETCREATURE: {
params.targetCallback.reset(new TargetCallback());
return true;
}
}
return false;
}
CallBack* Combat::getCallback(CallBackParam_t key)
{
switch (key) {
case CALLBACK_PARAM_LEVELMAGICVALUE:
case CALLBACK_PARAM_SKILLVALUE: {
return params.valueCallback.get();
}
case CALLBACK_PARAM_TARGETTILE: {
return params.tileCallback.get();
}
case CALLBACK_PARAM_TARGETCREATURE: {
return params.targetCallback.get();
}
}
return nullptr;
}
void Combat::CombatHealthFunc(Creature* caster, Creature* target, const CombatParams& params, CombatDamage* data)
{
assert(data);
CombatDamage damage = *data;
if (damage.value == 0) {
damage.value = normal_random(damage.min, damage.max);
}
if (damage.value < 0 && caster) {
Player* targetPlayer = target->getPlayer();
if (targetPlayer && caster->getPlayer()) {
damage.value /= 2;
}
}
if (g_game.combatBlockHit(damage, caster, target, params.blockedByShield, params.blockedByArmor, params.itemId != 0)) {
return;
}
if (g_game.combatChangeHealth(caster, target, damage)) {
CombatConditionFunc(caster, target, params, &damage);
CombatDispelFunc(caster, target, params, nullptr);
}
}
void Combat::CombatManaFunc(Creature* caster, Creature* target, const CombatParams& params, CombatDamage* data)
{
assert(data);
CombatDamage damage = *data;
if (damage.value == 0) {
damage.value = normal_random(damage.min, damage.max);
}
if (damage.value < 0) {
if (caster && caster->getPlayer() && target->getPlayer()) {
damage.value /= 2;
}
}
if (g_game.combatChangeMana(caster, target, damage)) {
CombatConditionFunc(caster, target, params, nullptr);
CombatDispelFunc(caster, target, params, nullptr);
}
}
void Combat::CombatConditionFunc(Creature* caster, Creature* target, const CombatParams& params, CombatDamage* data)
{
if (params.origin == ORIGIN_MELEE && data && data->value == 0) {
return;
}
for (const auto& condition : params.conditionList) {
if (caster == target || !target->isImmune(condition->getType())) {
Condition* conditionCopy = condition->clone();
if (caster) {
conditionCopy->setParam(CONDITION_PARAM_OWNER, caster->getID());
}
//TODO: infight condition until all aggressive conditions has ended
target->addCombatCondition(conditionCopy);
}
}
}
void Combat::CombatDispelFunc(Creature*, Creature* target, const CombatParams& params, CombatDamage*)
{
target->removeCombatCondition(params.dispelType);
}
void Combat::CombatNullFunc(Creature* caster, Creature* target, const CombatParams& params, CombatDamage*)
{
CombatConditionFunc(caster, target, params, nullptr);
CombatDispelFunc(caster, target, params, nullptr);
}
void Combat::combatTileEffects(const SpectatorVec& list, Creature* caster, Tile* tile, const CombatParams& params)
{
if (params.itemId != 0) {
uint16_t itemId = params.itemId;
switch (itemId) {
case ITEM_FIREFIELD_PERSISTENT_FULL:
itemId = ITEM_FIREFIELD_PVP_FULL;
break;
case ITEM_FIREFIELD_PERSISTENT_MEDIUM:
itemId = ITEM_FIREFIELD_PVP_MEDIUM;
break;
case ITEM_FIREFIELD_PERSISTENT_SMALL:
itemId = ITEM_FIREFIELD_PVP_SMALL;
break;
case ITEM_ENERGYFIELD_PERSISTENT:
itemId = ITEM_ENERGYFIELD_PVP;
break;
case ITEM_POISONFIELD_PERSISTENT:
itemId = ITEM_POISONFIELD_PVP;
break;
case ITEM_MAGICWALL_PERSISTENT:
itemId = ITEM_MAGICWALL;
break;
case ITEM_WILDGROWTH_PERSISTENT:
itemId = ITEM_WILDGROWTH;
break;
default:
break;
}
if (caster) {
Player* casterPlayer;
if (caster->isSummon()) {
casterPlayer = caster->getMaster()->getPlayer();
} else {
casterPlayer = caster->getPlayer();
}
if (casterPlayer) {
if (g_game.getWorldType() == WORLD_TYPE_NO_PVP || tile->hasFlag(TILESTATE_NOPVPZONE)) {
if (itemId == ITEM_FIREFIELD_PVP_FULL) {
itemId = ITEM_FIREFIELD_NOPVP;
} else if (itemId == ITEM_POISONFIELD_PVP) {
itemId = ITEM_POISONFIELD_NOPVP;
} else if (itemId == ITEM_ENERGYFIELD_PVP) {
itemId = ITEM_ENERGYFIELD_NOPVP;
}
} else if (itemId == ITEM_FIREFIELD_PVP_FULL || itemId == ITEM_POISONFIELD_PVP || itemId == ITEM_ENERGYFIELD_PVP) {
casterPlayer->addInFightTicks();
}
}
}
Item* item = Item::CreateItem(itemId);
if (caster) {
item->setOwner(caster->getID());
}
ReturnValue ret = g_game.internalAddItem(tile, item);
if (ret == RETURNVALUE_NOERROR) {
g_game.startDecay(item);
} else {
delete item;
}
}
if (params.tileCallback) {
params.tileCallback->onTileCombat(caster, tile);
}
if (params.impactEffect != CONST_ME_NONE) {
Game::addMagicEffect(list, tile->getPosition(), params.impactEffect);
}
}
void Combat::postCombatEffects(Creature* caster, const Position& pos, const CombatParams& params)
{
if (caster && params.distanceEffect != CONST_ANI_NONE) {
addDistanceEffect(caster->getPosition(), pos, params.distanceEffect);
}
}
void Combat::addDistanceEffect(const Position& fromPos, const Position& toPos, uint8_t effect)
{
if (effect != CONST_ANI_NONE) {
g_game.addDistanceEffect(fromPos, toPos, effect);
}
}
void Combat::CombatFunc(Creature* caster, const Position& pos, const AreaCombat* area, const CombatParams& params, COMBATFUNC func, CombatDamage* data)
{
std::forward_list<Tile*> tileList;
if (caster) {
getCombatArea(caster->getPosition(), pos, area, tileList);
} else {
getCombatArea(pos, pos, area, tileList);
}
SpectatorVec list;
uint32_t maxX = 0;
uint32_t maxY = 0;
//calculate the max viewable range
for (Tile* tile : tileList) {
const Position& tilePos = tile->getPosition();
uint32_t diff = Position::getDistanceX(tilePos, pos);
if (diff > maxX) {
maxX = diff;
}
diff = Position::getDistanceY(tilePos, pos);
if (diff > maxY) {
maxY = diff;
}
}
const int32_t rangeX = maxX + Map::maxViewportX;
const int32_t rangeY = maxY + Map::maxViewportY;
g_game.map.getSpectators(list, pos, true, true, rangeX, rangeX, rangeY, rangeY);
postCombatEffects(caster, pos, params);
uint16_t decreasedDamage = 0;
const uint16_t maximumDecreasedDamage = params.maximumDecreasedDamage;
bool firstCreature = true;
if (params.decreaseDamage && data) {
for (Tile* tile : tileList) {
if (canDoCombat(caster, tile, params.aggressive) != RETURNVALUE_NOERROR) {
continue;
}
if (CreatureVector* creatures = tile->getCreatures()) {
const Creature* topCreature = tile->getTopCreature();
for (Creature* creature : *creatures) {
if (params.targetCasterOrTopMost) {
if (caster && caster->getTile() == tile) {
if (creature != caster) {
continue;
}
} else if (creature != topCreature) {
continue;
}
}
if (!params.aggressive || (caster != creature && Combat::canDoCombat(caster, creature) == RETURNVALUE_NOERROR)) {
if (firstCreature) {
firstCreature = false;
continue;
}
// only apply to players
if (creature->getPlayer()) {
if (maximumDecreasedDamage && decreasedDamage >= maximumDecreasedDamage) {
break;
}
decreasedDamage += params.decreaseDamage;
}
}
}
}
}
// actually decrease total damage output
if (data->value == 0) {
int32_t decreasedMinDamage = std::abs(data->min) * decreasedDamage / 100;
int32_t decreasedMaxDamage = std::abs(data->max) * decreasedDamage / 100;
if (data->min < 0) {
// damaging spell, get as close as zero as we can get
// do not allow healing values
data->min += decreasedMinDamage;
data->max += decreasedMaxDamage;
data->min = std::min<int32_t>(0, data->min);
data->max = std::min<int32_t>(0, data->max);
} else {
// healing spell, get as close as zero as we can get
// do not allow damaging values
data->min -= decreasedMinDamage;
data->max -= decreasedMaxDamage;
data->min = std::max<int32_t>(0, data->min);
data->max = std::max<int32_t>(0, data->max);
}
} else {
int32_t decreasedValue = (std::abs(data->value) * decreasedDamage) / 100;
if (data->value < 0) {
// damaging spell, get as close as zero as we can get
// do not allow healing values
data->value += decreasedValue;
data->value = std::min<int32_t>(0, data->value);
} else {
// healing spell, get as close as zero as we can get
// do not allow damaging values
data->value -= decreasedValue;
data->value = std::max<int32_t>(0, data->value);
}
}
}
for (Tile* tile : tileList) {
if (canDoCombat(caster, tile, params.aggressive) != RETURNVALUE_NOERROR) {
continue;
}
combatTileEffects(list, caster, tile, params);
if (CreatureVector* creatures = tile->getCreatures()) {
const Creature* topCreature = tile->getTopCreature();
for (Creature* creature : *creatures) {
if (params.targetCasterOrTopMost) {
if (caster && caster->getTile() == tile) {
if (creature != caster) {
continue;
}
} else if (creature != topCreature) {
continue;
}
}
if (!params.aggressive || (caster != creature && Combat::canDoCombat(caster, creature) == RETURNVALUE_NOERROR)) {
func(caster, creature, params, data);
if (params.targetCallback) {
params.targetCallback->onTargetCombat(caster, creature);
}
if (params.targetCasterOrTopMost) {
break;
}
}
}
}
}
}
void Combat::doCombat(Creature* caster, Creature* target) const
{
//target combat callback function
if (params.combatType != COMBAT_NONE) {
CombatDamage damage = getCombatDamage(caster);
if (damage.type != COMBAT_MANADRAIN) {
doCombatHealth(caster, target, damage, params);
} else {
doCombatMana(caster, target, damage, params);
}
} else {
doCombatDefault(caster, target, params);
}
}
void Combat::doCombat(Creature* caster, const Position& position) const
{
//area combat callback function
if (params.combatType != COMBAT_NONE) {
CombatDamage damage = getCombatDamage(caster);
if (damage.type != COMBAT_MANADRAIN) {
doCombatHealth(caster, position, area.get(), damage, params);
} else {
doCombatMana(caster, position, area.get(), damage, params);
}
} else {
CombatFunc(caster, position, area.get(), params, CombatNullFunc, nullptr);
}
}
int32_t Combat::computeDamage(Creature* creature, int32_t strength, int32_t variation)
{
int32_t damage = strength;
if (variation) {
damage = normal_random(-variation, variation) + strength;
}
if (creature) {
if (Player* player = creature->getPlayer()) {
int32_t formula = 3 * player->getMagicLevel() + 2 * player->getLevel();
damage = formula * damage / 100;
}
}
return damage;
}
int32_t Combat::getTotalDamage(int32_t attackSkill, int32_t attackValue, fightMode_t fightMode)
{
int32_t damage = attackValue;
switch (fightMode) {
case FIGHTMODE_ATTACK:
damage += 2 * damage / 10;
break;
case FIGHTMODE_DEFENSE:
damage -= 4 * damage / 10;
break;
default: break;
}
int32_t formula = (5 * (attackSkill) + 50) * damage;
int32_t randresult = rand() % 100;
int32_t totalDamage = -(ceil(formula * ((rand() % 100 + randresult) / 2) / 10000.));
return totalDamage;
}
bool Combat::attack(Creature* attacker, Creature* target)
{
if (Player* player = attacker->getPlayer()) {
Item* weapon = player->getWeapon();
if (weapon) {
if (weapon->getWeaponType() == WEAPON_DISTANCE || weapon->getWeaponType() == WEAPON_WAND) {
return rangeAttack(attacker, target, player->getFightMode());
}
}
return closeAttack(attacker, target, player->getFightMode());
}
return false;
}
bool Combat::closeAttack(Creature* attacker, Creature* target, fightMode_t fightMode)
{
const Position& attackerPos = attacker->getPosition();
const Position& targetPos = target->getPosition();
if (attackerPos.z != targetPos.z) {
return false;
}
if (std::max<uint32_t>(Position::getDistanceX(attackerPos, targetPos), Position::getDistanceY(attackerPos, targetPos)) > 1) {
return false;
}
Item* weapon = nullptr;
if (Player* player = attacker->getPlayer()) {
weapon = player->getWeapon();
if (weapon && !Combat::canUseWeapon(player, weapon)) {
return false;
}
}
uint32_t attackValue = 0;
uint32_t skillValue = 0;
uint8_t skill = SKILL_FIST;
Combat::getAttackValue(attacker, attackValue, skillValue, skill);
int32_t defense = target->getDefense();
if (OTSYS_TIME() < target->earliestDefendTime) {
defense = 0;
}
CombatParams combatParams;
combatParams.blockedByArmor = true;
combatParams.blockedByShield = true;
combatParams.combatType = COMBAT_PHYSICALDAMAGE;
CombatDamage combatDamage;
combatDamage.type = combatParams.combatType;
int32_t totalDamage = Combat::getTotalDamage(skillValue, attackValue, fightMode);
combatDamage.value = totalDamage;
combatDamage.origin = ORIGIN_MELEE;
bool hit = Combat::doCombatHealth(attacker, target, combatDamage, combatParams);
if (Monster* monster = attacker->getMonster()) {
int32_t poison = monster->mType->info.poison;
if (poison) {
int32_t randTest = rand();
if (hit || ((-totalDamage > defense) && (randTest == 5 * (randTest / 5)))) {
poison = normal_random(poison / 2, poison);
if (poison) {
ConditionDamage* condition = static_cast<ConditionDamage*>(Condition::createCondition(CONDITIONID_COMBAT, CONDITION_POISON, 0, 0));
condition->setParam(CONDITION_PARAM_OWNER, attacker->getID());
condition->setParam(CONDITION_PARAM_CYCLE, poison);
condition->setParam(CONDITION_PARAM_COUNT, 3);
condition->setParam(CONDITION_PARAM_MAX_COUNT, 3);
target->addCombatCondition(condition);
}
}
}
}
if (Player* player = attacker->getPlayer()) {
// skills advancing
if (!player->hasFlag(PlayerFlag_NotGainSkill)) {
if (player->getAddAttackSkill() && player->getLastAttackBlockType() != BLOCK_IMMUNITY) {
player->addSkillAdvance(static_cast<skills_t>(skill), 1);
}
}
// weapon
if (weapon) {
if (weapon->getCharges() > 0) {
int32_t charges = weapon->getCharges() - 1;
if (charges <= 0) {
g_game.internalRemoveItem(weapon);
} else {
g_game.transformItem(weapon, weapon->getID(), charges);
}
}
}
}
if (Player* player = attacker->getPlayer()) {
Combat::postWeaponEffects(player, weapon);
}
return true;
}
bool Combat::rangeAttack(Creature* attacker, Creature* target, fightMode_t fightMode)
{
const Position& attackerPos = attacker->getPosition();
const Position& targetPos = target->getPosition();
if (attackerPos.z != targetPos.z) {
return false;
}
uint8_t range = 0;
uint8_t hitChance = 0;
uint8_t distanceEffect = 0;
uint8_t specialEffect = 0;
int32_t attackStrength = 0;
int32_t attackVariation = 0;
Item* weapon = nullptr;
Item* ammunition = nullptr;
bool moveWeapon = true;
if (Player* player = attacker->getPlayer()) {
weapon = player->getWeapon();
if (!weapon) {
return false;
}
if (!Combat::canUseWeapon(player, weapon)) {
return false;
}
range = weapon->getShootRange();
distanceEffect = weapon->getMissileType();
if (weapon->getWeaponType() == WEAPON_DISTANCE) {
ammunition = player->getAmmunition();
if (weapon->getAmmoType() != AMMO_NONE) {
if (!ammunition || weapon->getAmmoType() != ammunition->getAmmoType()) {
// redirect to fist fighting
return closeAttack(attacker, target, fightMode);
}
distanceEffect = ammunition->getMissileType();
}
}
}
if (std::max<uint32_t>(Position::getDistanceX(attackerPos, targetPos), Position::getDistanceY(attackerPos, targetPos)) > range) {
return false;
}
if (weapon->getWeaponType() == WEAPON_DISTANCE) {
uint32_t attackValue = 0;
uint32_t skillValue = 0;
uint8_t skill = SKILL_FIST;
Combat::getAttackValue(attacker, attackValue, skillValue, skill);
CombatParams combatParams;
combatParams.blockedByArmor = true;
combatParams.blockedByShield = false;
combatParams.combatType = COMBAT_PHYSICALDAMAGE;
CombatDamage combatDamage;
combatDamage.type = combatParams.combatType;
combatDamage.value = Combat::getTotalDamage(skillValue, attackValue, fightMode);
combatDamage.origin = ORIGIN_RANGED;
if (weapon) {
hitChance = 75; // throwables and such
specialEffect = weapon->getWeaponSpecialEffect();
attackStrength = weapon->getAttackStrength();
attackVariation = weapon->getAttackVariation();
if (weapon->getFragility()) {
if (normal_random(0, 99) <= weapon->getFragility()) {
uint16_t count = weapon->getItemCount();
if (count > 1) {
g_game.transformItem(weapon, weapon->getID(), count - 1);
} else {
g_game.internalRemoveItem(weapon);
}
moveWeapon = false;
}
}
}
if (ammunition && weapon->getAmmoType() != AMMO_NONE && weapon->getAmmoType() == ammunition->getAmmoType()) {
hitChance = 90; // bows and crossbows
specialEffect = ammunition->getWeaponSpecialEffect();
attackStrength = ammunition->getAttackStrength();
attackVariation = ammunition->getAttackVariation();
if (normal_random(0, 100) <= ammunition->getFragility()) {
uint16_t count = ammunition->getItemCount();
if (count > 1) {
g_game.transformItem(ammunition, ammunition->getID(), count - 1);
} else {
g_game.internalRemoveItem(ammunition);
}
}
moveWeapon = false;
}
int32_t distance = std::max<uint32_t>(Position::getDistanceX(attackerPos, targetPos), Position::getDistanceY(attackerPos, targetPos));
if (distance <= 1) {
distance = 5;
}
distance *= 15;
bool hit = false;
int32_t random = rand();
if (random % distance <= static_cast<int32_t>(skillValue)) {
hit = random % 100 <= hitChance;
}
if (Player* player = attacker->getPlayer()) {
if (player->getAddAttackSkill()) {
switch (player->getLastAttackBlockType()) {
case BLOCK_NONE: {
player->addSkillAdvance(SKILL_DISTANCE, 2);
break;
}
case BLOCK_DEFENSE:
case BLOCK_ARMOR: {
player->addSkillAdvance(SKILL_DISTANCE, 1);
break;
}
default: break;
}
}
}
if (specialEffect == 1) {
if (hit) {
const int32_t rounds = ammunition ? ammunition->getAttackStrength() : weapon->getAttackStrength();
ConditionDamage* poisonDamage = new ConditionDamage(CONDITIONID_COMBAT, CONDITION_POISON);
poisonDamage->setParam(CONDITION_PARAM_OWNER, attacker->getID());
poisonDamage->setParam(CONDITION_PARAM_CYCLE, rounds);
poisonDamage->setParam(CONDITION_PARAM_COUNT, 3);
poisonDamage->setParam(CONDITION_PARAM_MAX_COUNT, 3);
target->addCombatCondition(poisonDamage);
}
} else if (specialEffect == 2) {
DamageImpact impact;
impact.actor = attacker;
impact.damage.type = COMBAT_PHYSICALDAMAGE;
impact.damage.value = -Combat::computeDamage(attacker, attackStrength, attackVariation);
impact.params.blockedByArmor = true;
impact.params.blockedByShield = false;
circleShapeSpell(attacker, target->getPosition(), 0xFF, 0, 3, &impact, 7);
}
if (!hit) {
Tile* destTile = target->getTile();
if (!Position::areInRange<1, 1, 0>(attacker->getPosition(), target->getPosition())) {
static std::vector<std::pair<int32_t, int32_t>> destList{
{ -1, -1 },{ 0, -1 },{ 1, -1 },
{ -1, 0 },{ 0, 0 },{ 1, 0 },
{ -1, 1 },{ 0, 1 },{ 1, 1 }
};
std::shuffle(destList.begin(), destList.end(), getRandomGenerator());
Position destPos = target->getPosition();
for (const auto& dir : destList) {
// Blocking tiles or tiles without ground ain't valid targets for spears
Tile* tmpTile = g_game.map.getTile(destPos.x + dir.first, destPos.y + dir.second, destPos.z);
if (tmpTile && !tmpTile->hasFlag(TILESTATE_IMMOVABLEBLOCKSOLID) && tmpTile->getGround() != nullptr) {
destTile = tmpTile;
break;
}
}
}
g_game.addMagicEffect(destTile->getPosition(), CONST_ME_POFF);
g_game.addDistanceEffect(attackerPos, destTile->getPosition(), distanceEffect);
if (moveWeapon && g_config.getBoolean(ConfigManager::DISTANCE_WEAPONS_DROP_ON_GROUND)) {
g_game.internalMoveItem(weapon->getParent(), destTile, INDEX_WHEREEVER, weapon, 1, nullptr, FLAG_NOLIMIT);
}
return true;
}
g_game.addDistanceEffect(attackerPos, targetPos, distanceEffect);
Combat::doCombatHealth(attacker, target, combatDamage, combatParams);
if (moveWeapon && g_config.getBoolean(ConfigManager::DISTANCE_WEAPONS_DROP_ON_GROUND)) {
g_game.internalMoveItem(weapon->getParent(), target->getTile(), INDEX_WHEREEVER, weapon, 1, nullptr, FLAG_NOLIMIT);
}
} else if (weapon->getWeaponType() == WEAPON_WAND) {
int32_t variation = normal_random(-weapon->getAttackVariation(), weapon->getAttackVariation());
CombatParams combatParams;
combatParams.combatType = weapon->getDamageType();
CombatDamage combatDamage;
combatDamage.type = combatParams.combatType;
combatDamage.value = -(variation + weapon->getAttackStrength());
combatDamage.origin = ORIGIN_RANGED;
g_game.addDistanceEffect(attackerPos, targetPos, distanceEffect);
Combat::doCombatHealth(attacker, target, combatDamage, combatParams);
}
if (Player* player = attacker->getPlayer()) {
Combat::postWeaponEffects(player, weapon);
}
return true;
}
void Combat::circleShapeSpell(Creature* attacker, const Position& toPos, int32_t range, int32_t animation, int32_t radius, DamageImpact* impact, int32_t effect)
{
const Position& fromPos = attacker->getPosition();
if (fromPos.z != toPos.z) {
return;
}
int32_t distance = std::max<int32_t>(Position::getDistanceX(fromPos, toPos), Position::getDistanceY(fromPos, toPos));
if (distance > range) {
return;
}
if (animation && fromPos != toPos) {
g_game.addDistanceEffect(fromPos, toPos, animation);
}
std::forward_list<Tile*> tiles;
AreaCombat areaCombat;
areaCombat.setupArea(radius);
areaCombat.getList(toPos, toPos, tiles);
for (Tile* tile : tiles) {
if (tile->hasFlag(TILESTATE_PROTECTIONZONE)) {
continue;
}
if (CreatureVector* creatures = tile->getCreatures()) {
for (Creature* creature : *creatures) {
impact->handleCreature(creature);
}
}
if (effect) {
g_game.addMagicEffect(tile->getPosition(), effect);
}
}
}
void Combat::getAttackValue(Creature* creature, uint32_t& attackValue, uint32_t& skillValue, uint8_t& skill)
{
skill = SKILL_FIST;
if (Player* player = creature->getPlayer()) {
Item* weapon = player->getWeapon();
if (weapon) {
switch (weapon->getWeaponType()) {
case WEAPON_AXE: {
skill = SKILL_AXE;
attackValue = weapon->getAttack();
break;
}
case WEAPON_SWORD: {
skill = SKILL_SWORD;
attackValue = weapon->getAttack();
break;
}
case WEAPON_CLUB: {
skill = SKILL_CLUB;
attackValue = weapon->getAttack();
break;
}
case WEAPON_DISTANCE: {
skill = SKILL_DISTANCE;
attackValue = weapon->getAttack();
if (weapon->getAmmoType() != AMMO_NONE) {
Item* ammunition = player->getAmmunition();
if (ammunition && ammunition->getAmmoType() == weapon->getAmmoType()) {
attackValue += ammunition->getAttack();
}
}
break;
}
default:
attackValue = 7;
break;
}
skillValue = player->getSkillLevel(skill);
} else {
attackValue = 7;
skillValue = player->getSkillLevel(skill);
}
} else if (Monster* monster = creature->getMonster()) {
attackValue = monster->mType->info.attack;
skillValue = monster->mType->info.skill;
}
}
bool Combat::canUseWeapon(Player* player, Item* weapon)
{
if (player->hasFlag(PlayerFlag_IgnoreWeaponCheck)) {
return true;
}
if (player->getLevel() < weapon->getMinimumLevel()) {
return false;
}
if (!player->hasFlag(PlayerFlag_HasInfiniteMana) && static_cast<int32_t>(player->getMana()) < weapon->getManaConsumption()) {
return false;
}
const ItemType& itemType = Item::items[weapon->getID()];
if (hasBitSet(WIELDINFO_VOCREQ, itemType.wieldInfo)) {
if (!hasBitSet(player->getVocationFlagId(), itemType.vocations)) {
return false;
}
}
return true;
}
void Combat::postWeaponEffects(Player* player, Item* weapon)
{
if (!weapon || player->hasFlag(PlayerFlag_IgnoreWeaponCheck)) {
return;
}
int32_t manaConsumption = weapon->getManaConsumption();
if (manaConsumption) {
player->addManaSpent(manaConsumption);
player->changeMana(-manaConsumption);
}
}
bool Combat::doCombatHealth(Creature* caster, Creature* target, CombatDamage& damage, const CombatParams& params)
{
bool canCombat = !params.aggressive || (caster != target && Combat::canDoCombat(caster, target) == RETURNVALUE_NOERROR);
if ((caster == target || canCombat) && params.impactEffect != CONST_ME_NONE) {
g_game.addMagicEffect(target->getPosition(), params.impactEffect);
}
if (canCombat) {
if (caster && params.distanceEffect != CONST_ANI_NONE) {
addDistanceEffect(caster->getPosition(), target->getPosition(), params.distanceEffect);
}
CombatHealthFunc(caster, target, params, &damage);
if (params.targetCallback) {
params.targetCallback->onTargetCombat(caster, target);
}
}
return canCombat;
}
void Combat::doCombatHealth(Creature* caster, const Position& position, const AreaCombat* area, CombatDamage& damage, const CombatParams& params)
{
CombatFunc(caster, position, area, params, CombatHealthFunc, &damage);
}
void Combat::doCombatMana(Creature* caster, Creature* target, CombatDamage& damage, const CombatParams& params)
{
bool canCombat = !params.aggressive || (caster != target && Combat::canDoCombat(caster, target) == RETURNVALUE_NOERROR);
if ((caster == target || canCombat) && params.impactEffect != CONST_ME_NONE) {
g_game.addMagicEffect(target->getPosition(), params.impactEffect);
}
if (canCombat) {
if (caster && params.distanceEffect != CONST_ANI_NONE) {
addDistanceEffect(caster->getPosition(), target->getPosition(), params.distanceEffect);
}
CombatManaFunc(caster, target, params, &damage);
if (params.targetCallback) {
params.targetCallback->onTargetCombat(caster, target);
}
}
}
void Combat::doCombatMana(Creature* caster, const Position& position, const AreaCombat* area, CombatDamage& damage, const CombatParams& params)
{
CombatFunc(caster, position, area, params, CombatManaFunc, &damage);
}
void Combat::doCombatCondition(Creature* caster, const Position& position, const AreaCombat* area, const CombatParams& params)
{
CombatFunc(caster, position, area, params, CombatConditionFunc, nullptr);
}
void Combat::doCombatCondition(Creature* caster, Creature* target, const CombatParams& params)
{
bool canCombat = !params.aggressive || (caster != target && Combat::canDoCombat(caster, target) == RETURNVALUE_NOERROR);
if ((caster == target || canCombat) && params.impactEffect != CONST_ME_NONE) {
g_game.addMagicEffect(target->getPosition(), params.impactEffect);
}
if (canCombat) {
if (caster && params.distanceEffect != CONST_ANI_NONE) {
addDistanceEffect(caster->getPosition(), target->getPosition(), params.distanceEffect);
}
CombatConditionFunc(caster, target, params, nullptr);
if (params.targetCallback) {
params.targetCallback->onTargetCombat(caster, target);
}
}
}
void Combat::doCombatDispel(Creature* caster, const Position& position, const AreaCombat* area, const CombatParams& params)
{
CombatFunc(caster, position, area, params, CombatDispelFunc, nullptr);
}
void Combat::doCombatDispel(Creature* caster, Creature* target, const CombatParams& params)
{
bool canCombat = !params.aggressive || (caster != target && Combat::canDoCombat(caster, target) == RETURNVALUE_NOERROR);
if ((caster == target || canCombat) && params.impactEffect != CONST_ME_NONE) {
g_game.addMagicEffect(target->getPosition(), params.impactEffect);
}
if (canCombat) {
CombatDispelFunc(caster, target, params, nullptr);
if (params.targetCallback) {
params.targetCallback->onTargetCombat(caster, target);
}
if (caster && params.distanceEffect != CONST_ANI_NONE) {
addDistanceEffect(caster->getPosition(), target->getPosition(), params.distanceEffect);
}
}
}
void Combat::doCombatDefault(Creature* caster, Creature* target, const CombatParams& params)
{
if (!params.aggressive || (caster != target && Combat::canDoCombat(caster, target) == RETURNVALUE_NOERROR)) {
SpectatorVec list;
g_game.map.getSpectators(list, target->getPosition(), true, true);
CombatNullFunc(caster, target, params, nullptr);
combatTileEffects(list, caster, target->getTile(), params);
if (params.targetCallback) {
params.targetCallback->onTargetCombat(caster, target);
}
/*
if (params.impactEffect != CONST_ME_NONE) {
g_game.addMagicEffect(target->getPosition(), params.impactEffect);
}
*/
if (caster && params.distanceEffect != CONST_ANI_NONE) {
addDistanceEffect(caster->getPosition(), target->getPosition(), params.distanceEffect);
}
}
}
//**********************************************************//
void ValueCallback::getMinMaxValues(Player* player, CombatDamage& damage, bool useCharges) const
{
//onGetPlayerMinMaxValues(...)
if (!scriptInterface->reserveScriptEnv()) {
std::cout << "[Error - ValueCallback::getMinMaxValues] Call stack overflow" << std::endl;
return;
}
ScriptEnvironment* env = scriptInterface->getScriptEnv();
if (!env->setCallbackId(scriptId, scriptInterface)) {
scriptInterface->resetScriptEnv();
return;
}
lua_State* L = scriptInterface->getLuaState();
scriptInterface->pushFunction(scriptId);
LuaScriptInterface::pushUserdata<Player>(L, player);
LuaScriptInterface::setMetatable(L, -1, "Player");
int parameters = 1;
switch (type) {
case COMBAT_FORMULA_LEVELMAGIC: {
//onGetPlayerMinMaxValues(player, level, maglevel)
lua_pushnumber(L, player->getLevel());
lua_pushnumber(L, player->getMagicLevel());
parameters += 2;
break;
}
case COMBAT_FORMULA_SKILL: {
//onGetPlayerMinMaxValues(player, attackSkill, attackValue, fightMode)
uint32_t attackValue = 7;
uint32_t attackSkill = 0;
uint8_t skill = 0;
Combat::getAttackValue(player, attackValue, attackSkill, skill);
Item* weapon = player->getWeapon();
if (useCharges && weapon) {
const ItemType& itemType = Item::items.getItemType(weapon->getID());
if (itemType.charges) {
int32_t newCount = std::max<int32_t>(0, weapon->getCharges() - 1);
if (newCount <= 0) {
g_game.internalRemoveItem(weapon);
} else {
g_game.transformItem(weapon, weapon->getID(), newCount);
}
}
}
lua_pushnumber(L, attackSkill);
lua_pushnumber(L, attackValue);
lua_pushnumber(L, player->getFightMode());
parameters += 3;
break;
}
default: {
std::cout << "ValueCallback::getMinMaxValues - unknown callback type" << std::endl;
scriptInterface->resetScriptEnv();
return;
}
}
int size0 = lua_gettop(L);
if (lua_pcall(L, parameters, 2, 0) != 0) {
LuaScriptInterface::reportError(nullptr, LuaScriptInterface::popString(L));
} else {
damage.min = LuaScriptInterface::getNumber<int32_t>(L, -2);
damage.max = LuaScriptInterface::getNumber<int32_t>(L, -1);
lua_pop(L, 2);
}
if ((lua_gettop(L) + parameters + 1) != size0) {
LuaScriptInterface::reportError(nullptr, "Stack size changed!");
}
scriptInterface->resetScriptEnv();
}
//**********************************************************//
void TileCallback::onTileCombat(Creature* creature, Tile* tile) const
{
//onTileCombat(creature, pos)
if (!scriptInterface->reserveScriptEnv()) {
std::cout << "[Error - TileCallback::onTileCombat] Call stack overflow" << std::endl;
return;
}
ScriptEnvironment* env = scriptInterface->getScriptEnv();
if (!env->setCallbackId(scriptId, scriptInterface)) {
scriptInterface->resetScriptEnv();
return;
}
lua_State* L = scriptInterface->getLuaState();
scriptInterface->pushFunction(scriptId);
if (creature) {
LuaScriptInterface::pushUserdata<Creature>(L, creature);
LuaScriptInterface::setCreatureMetatable(L, -1, creature);
} else {
lua_pushnil(L);
}
LuaScriptInterface::pushPosition(L, tile->getPosition());
scriptInterface->callFunction(2);
}
//**********************************************************//
void TargetCallback::onTargetCombat(Creature* creature, Creature* target) const
{
//onTargetCombat(creature, target)
if (!scriptInterface->reserveScriptEnv()) {
std::cout << "[Error - TargetCallback::onTargetCombat] Call stack overflow" << std::endl;
return;
}
ScriptEnvironment* env = scriptInterface->getScriptEnv();
if (!env->setCallbackId(scriptId, scriptInterface)) {
scriptInterface->resetScriptEnv();
return;
}
lua_State* L = scriptInterface->getLuaState();
scriptInterface->pushFunction(scriptId);
if (creature) {
LuaScriptInterface::pushUserdata<Creature>(L, creature);
LuaScriptInterface::setCreatureMetatable(L, -1, creature);
} else {
lua_pushnil(L);
}
if (target) {
LuaScriptInterface::pushUserdata<Creature>(L, target);
LuaScriptInterface::setCreatureMetatable(L, -1, target);
} else {
lua_pushnil(L);
}
int size0 = lua_gettop(L);
if (lua_pcall(L, 2, 0 /*nReturnValues*/, 0) != 0) {
LuaScriptInterface::reportError(nullptr, LuaScriptInterface::popString(L));
}
if ((lua_gettop(L) + 2 /*nParams*/ + 1) != size0) {
LuaScriptInterface::reportError(nullptr, "Stack size changed!");
}
scriptInterface->resetScriptEnv();
}
//**********************************************************//
void AreaCombat::clear()
{
for (const auto& it : areas) {
delete it.second;
}
areas.clear();
}
AreaCombat::AreaCombat(const AreaCombat& rhs)
{
hasExtArea = rhs.hasExtArea;
for (const auto& it : rhs.areas) {
areas[it.first] = new MatrixArea(*it.second);
}
}
void AreaCombat::getList(const Position& centerPos, const Position& targetPos, std::forward_list<Tile*>& list) const
{
const MatrixArea* area = getArea(centerPos, targetPos);
if (!area) {
return;
}
uint32_t centerY, centerX;
area->getCenter(centerY, centerX);
Position tmpPos(targetPos.x - centerX, targetPos.y - centerY, targetPos.z);
uint32_t cols = area->getCols();
for (uint32_t y = 0, rows = area->getRows(); y < rows; ++y) {
for (uint32_t x = 0; x < cols; ++x) {
if (area->getValue(y, x) != 0) {
if (g_game.isSightClear(targetPos, tmpPos, true)) {
Tile* tile = g_game.map.getTile(tmpPos);
if (!tile) {
tile = new StaticTile(tmpPos.x, tmpPos.y, tmpPos.z);
g_game.map.setTile(tmpPos, tile);
}
list.push_front(tile);
}
}
tmpPos.x++;
}
tmpPos.x -= cols;
tmpPos.y++;
}
}
void AreaCombat::copyArea(const MatrixArea* input, MatrixArea* output, MatrixOperation_t op) const
{
uint32_t centerY, centerX;
input->getCenter(centerY, centerX);
if (op == MATRIXOPERATION_COPY) {
for (uint32_t y = 0; y < input->getRows(); ++y) {
for (uint32_t x = 0; x < input->getCols(); ++x) {
(*output)[y][x] = (*input)[y][x];
}
}
output->setCenter(centerY, centerX);
} else if (op == MATRIXOPERATION_MIRROR) {
for (uint32_t y = 0; y < input->getRows(); ++y) {
uint32_t rx = 0;
for (int32_t x = input->getCols(); --x >= 0;) {
(*output)[y][rx++] = (*input)[y][x];
}
}
output->setCenter(centerY, (input->getRows() - 1) - centerX);
} else if (op == MATRIXOPERATION_FLIP) {
for (uint32_t x = 0; x < input->getCols(); ++x) {
uint32_t ry = 0;
for (int32_t y = input->getRows(); --y >= 0;) {
(*output)[ry++][x] = (*input)[y][x];
}
}
output->setCenter((input->getCols() - 1) - centerY, centerX);
} else {
// rotation
int32_t rotateCenterX = (output->getCols() / 2) - 1;
int32_t rotateCenterY = (output->getRows() / 2) - 1;
int32_t angle;
switch (op) {
case MATRIXOPERATION_ROTATE90:
angle = 90;
break;
case MATRIXOPERATION_ROTATE180:
angle = 180;
break;
case MATRIXOPERATION_ROTATE270:
angle = 270;
break;
default:
angle = 0;
break;
}
double angleRad = M_PI * angle / 180.0;
double a = std::cos(angleRad);
double b = -std::sin(angleRad);
double c = std::sin(angleRad);
double d = std::cos(angleRad);
const uint32_t rows = input->getRows();
for (uint32_t x = 0, cols = input->getCols(); x < cols; ++x) {
for (uint32_t y = 0; y < rows; ++y) {
//calculate new coordinates using rotation center
int32_t newX = x - centerX;
int32_t newY = y - centerY;
//perform rotation
int32_t rotatedX = static_cast<int32_t>(round(newX * a + newY * b));
int32_t rotatedY = static_cast<int32_t>(round(newX * c + newY * d));
//write in the output matrix using rotated coordinates
(*output)[rotatedY + rotateCenterY][rotatedX + rotateCenterX] = (*input)[y][x];
}
}
output->setCenter(rotateCenterY, rotateCenterX);
}
}
MatrixArea* AreaCombat::createArea(const std::list<uint32_t>& list, uint32_t rows)
{
uint32_t cols;
if (rows == 0) {
cols = 0;
} else {
cols = list.size() / rows;
}
MatrixArea* area = new MatrixArea(rows, cols);
uint32_t x = 0;
uint32_t y = 0;
for (uint32_t value : list) {
if (value == 1 || value == 3) {
area->setValue(y, x, true);
}
if (value == 2 || value == 3) {
area->setCenter(y, x);
}
++x;
if (cols == x) {
x = 0;
++y;
}
}
return area;
}
void AreaCombat::setupArea(const std::list<uint32_t>& list, uint32_t rows)
{
MatrixArea* area = createArea(list, rows);
//NORTH
areas[DIRECTION_NORTH] = area;
uint32_t maxOutput = std::max<uint32_t>(area->getCols(), area->getRows()) * 2;
//SOUTH
MatrixArea* southArea = new MatrixArea(maxOutput, maxOutput);
copyArea(area, southArea, MATRIXOPERATION_ROTATE180);
areas[DIRECTION_SOUTH] = southArea;
//EAST
MatrixArea* eastArea = new MatrixArea(maxOutput, maxOutput);
copyArea(area, eastArea, MATRIXOPERATION_ROTATE90);
areas[DIRECTION_EAST] = eastArea;
//WEST
MatrixArea* westArea = new MatrixArea(maxOutput, maxOutput);
copyArea(area, westArea, MATRIXOPERATION_ROTATE270);
areas[DIRECTION_WEST] = westArea;
}
void AreaCombat::setupArea(int32_t length, int32_t spread)
{
std::list<uint32_t> list;
uint32_t rows = length;
int32_t cols = 1;
if (spread != 0) {
cols = ((length - (length % spread)) / spread) * 2 + 1;
}
int32_t colSpread = cols;
for (uint32_t y = 1; y <= rows; ++y) {
int32_t mincol = cols - colSpread + 1;
int32_t maxcol = cols - (cols - colSpread);
for (int32_t x = 1; x <= cols; ++x) {
if (y == rows && x == ((cols - (cols % 2)) / 2) + 1) {
list.push_back(3);
} else if (x >= mincol && x <= maxcol) {
list.push_back(1);
} else {
list.push_back(0);
}
}
if (spread > 0 && y % spread == 0) {
--colSpread;
}
}
setupArea(list, rows);
}
void AreaCombat::setupArea(int32_t radius)
{
int32_t area[13][13] = {
{0, 0, 0, 0, 0, 0, 8, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 8, 8, 7, 8, 8, 0, 0, 0, 0},
{0, 0, 0, 8, 7, 6, 6, 6, 7, 8, 0, 0, 0},
{0, 0, 8, 7, 6, 5, 5, 5, 6, 7, 8, 0, 0},
{0, 8, 7, 6, 5, 4, 4, 4, 5, 6, 7, 8, 0},
{0, 8, 6, 5, 4, 3, 2, 3, 4, 5, 6, 8, 0},
{8, 7, 6, 5, 4, 2, 1, 2, 4, 5, 6, 7, 8},
{0, 8, 6, 5, 4, 3, 2, 3, 4, 5, 6, 8, 0},
{0, 8, 7, 6, 5, 4, 4, 4, 5, 6, 7, 8, 0},
{0, 0, 8, 7, 6, 5, 5, 5, 6, 7, 8, 0, 0},
{0, 0, 0, 8, 7, 6, 6, 6, 7, 8, 0, 0, 0},
{0, 0, 0, 0, 8, 8, 7, 8, 8, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 8, 0, 0, 0, 0, 0, 0}
};
std::list<uint32_t> list;
for (auto& row : area) {
for (int cell : row) {
if (cell == 1) {
list.push_back(3);
} else if (cell > 0 && cell <= radius) {
list.push_back(1);
} else {
list.push_back(0);
}
}
}
setupArea(list, 13);
}
void AreaCombat::setupExtArea(const std::list<uint32_t>& list, uint32_t rows)
{
if (list.empty()) {
return;
}
hasExtArea = true;
MatrixArea* area = createArea(list, rows);
//NORTH-WEST
areas[DIRECTION_NORTHWEST] = area;
uint32_t maxOutput = std::max<uint32_t>(area->getCols(), area->getRows()) * 2;
//NORTH-EAST
MatrixArea* neArea = new MatrixArea(maxOutput, maxOutput);
copyArea(area, neArea, MATRIXOPERATION_MIRROR);
areas[DIRECTION_NORTHEAST] = neArea;
//SOUTH-WEST
MatrixArea* swArea = new MatrixArea(maxOutput, maxOutput);
copyArea(area, swArea, MATRIXOPERATION_FLIP);
areas[DIRECTION_SOUTHWEST] = swArea;
//SOUTH-EAST
MatrixArea* seArea = new MatrixArea(maxOutput, maxOutput);
copyArea(swArea, seArea, MATRIXOPERATION_MIRROR);
areas[DIRECTION_SOUTHEAST] = seArea;
}
//**********************************************************//
void MagicField::onStepInField(Creature* creature)
{
//remove magic walls/wild growth
if (id == ITEM_MAGICWALL || id == ITEM_WILDGROWTH || isBlocking()) {
if (!creature->isInGhostMode()) {
g_game.internalRemoveItem(this, 1);
}
return;
}
const ItemType& it = items[getID()];
if (it.conditionDamage) {
Condition* conditionCopy = it.conditionDamage->clone();
uint32_t ownerId = getOwner();
if (ownerId) {
bool harmfulField = true;
if (g_game.getWorldType() == WORLD_TYPE_NO_PVP || getTile()->hasFlag(TILESTATE_NOPVPZONE)) {
Creature* owner = g_game.getCreatureByID(ownerId);
if (owner) {
if (owner->getPlayer() || (owner->isSummon() && owner->getMaster()->getPlayer())) {
harmfulField = false;
}
}
}
Player* targetPlayer = creature->getPlayer();
if (targetPlayer) {
Player* attackerPlayer = g_game.getPlayerByID(ownerId);
if (attackerPlayer) {
if (Combat::isProtected(attackerPlayer, targetPlayer)) {
harmfulField = false;
}
}
}
if (!harmfulField || (OTSYS_TIME() - createTime <= 5000) || creature->hasBeenAttacked(ownerId)) {
conditionCopy->setParam(CONDITION_PARAM_OWNER, ownerId);
}
}
creature->addCondition(conditionCopy);
}
}
void DamageImpact::handleCreature(Creature* target)
{
Combat::doCombatHealth(actor, target, damage, params);
}
void SpeedImpact::handleCreature(Creature* target)
{
ConditionType_t conditionType = CONDITION_PARALYZE;
if (percent > 0) {
conditionType = CONDITION_HASTE;
}
ConditionSpeed* condition = static_cast<ConditionSpeed*>(Condition::createCondition(CONDITIONID_COMBAT, conditionType, duration));
condition->setSpeedDelta(percent);
target->addCondition(condition);
}
void DunkenImpact::handleCreature(Creature* target)
{
Condition* condition = Condition::createCondition(CONDITIONID_COMBAT, CONDITION_DRUNK, duration);
target->addCondition(condition);
}