379 lines
11 KiB
C++
379 lines
11 KiB
C++
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// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "stdpch.h"
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// nel
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#include "nel/misc/command.h"
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// game_share
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#include "game_share/tick_event_handler.h"
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// sabrina
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#include "sabrina_item_stats.h"
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using namespace std;
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using namespace NLMISC;
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//--------------------------------------------------------------
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// Global Variables
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//--------------------------------------------------------------
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bool UseWeaponDamageFactorModifier = true;
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//--------------------------------------------------------------
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// Data Tables
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//--------------------------------------------------------------
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struct CHitChance
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{
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int DeltaLevel;
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float PercentSuccess;
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int MaxLevelBoost;
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float XPMultiplier;
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};
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const CHitChance TableChanceMeleeHitByAdversaryLevel[]=
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{
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{7, 95.0f, 0, 2.1f},
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{6, 95.0f, 0, 2.1f},
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{5, 95.0f, 0, 2.1f},
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{4, 90.0f, 0, 1.9f},
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{3, 80.0f, 0, 1.7f},
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{2, 70.0f, 0, 1.5f},
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{1, 60.0f, 1, 1.2f},
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{0, 50.0f, 0, 1.0f},
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{-1, 40.0f, 0, 0.8f},
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{-2, 30.0f, 0, 0.3f},
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{-3, 20.0f, 0, 0.1f},
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{-4, 10.0f, 0, 0.0f},
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{-5, 5.0f, 0, 0.0f}
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};
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const CHitChance TableChanceSpellHitByAdversaryLevel[]=
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{
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{7, 95.0f, 0, 2.1f},
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{6, 95.0f, 0, 2.1f},
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{5, 95.0f, 0, 2.1f},
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{4, 90.0f, 0, 1.9f},
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{3, 80.0f, 0, 1.7f},
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{2, 70.0f, 0, 1.5f},
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{1, 60.0f, 1, 1.2f},
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{0, 50.0f, 0, 1.0f},
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{-1, 40.0f, 0, 0.8f},
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{-2, 30.0f, 0, 0.3f},
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{-3, 20.0f, 0, 0.1f},
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{-4, 10.0f, 0, 0.0f},
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{-5, 5.0f, 0, 0.0f}
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};
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// note on size modifiers
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// attacker is smaller than defender +1
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// attacker is a bit bigger -2
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// attacker is much bigger -4
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struct CWeaponGenerics
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{
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int Quality;
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int RateOfFire;
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float DamageFactor;
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float SecondaryDamageFactor; // damage factor when entity level > weapon quality
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};
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const CWeaponGenerics TableMeleeWeaponGenerics[]=
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{
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// light weapon medium weapon heavy weapon
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{1,1,6.0f,2.5f}, {1,1,8.0f,3.7f}, {1,1,17.92f,8.5f},
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{2,1,3.75f,2.25f}, {2,1,5.0f,3.0f}, {2,1,11.2f,7.0f},
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{3,1,3.0f,2.25f}, {3,1,4.0f,3.0f}, {3,1,8.96f,7.0f},
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{4,1,2.25f,2.25f}, {4,1,3.0f,3.0f}, {4,1,6.72f,6.72f},
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{5,1,2.25f,2.25f}, {5,1,3.0f,3.0f}, {5,1,6.72f,6.72f},
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{6,1,2.25f,2.25f}, {6,1,3.0f,3.0f}, {6,1,6.72f,6.72f},
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{7,1,2.25f,2.25f}, {7,1,3.0f,3.0f}, {7,1,6.72f,6.72f},
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{8,1,3.0f,3.0f}, {8,1,4.0f,4.0f}, {8,1,8.96f,8.96f},
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{9,1,3.0f,3.0f}, {9,1,4.0f,4.0f}, {9,1,8.96f,8.96f},
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{10,1,3.0f,3.0f}, {10,1,4.0f,4.0f}, {10,1,8.96f,8.96f},
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{11,1,3.75f,3.75f}, {11,1,5.0f,5.0f}, {11,1,11.2f,11.2f},
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{12,1,3.75f,3.75f}, {12,1,5.0f,5.0f}, {12,1,11.2f,11.2f},
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{13,1,3.75f,3.75f}, {13,1,5.0f,5.0f}, {13,1,11.2f,11.2f},
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{14,1,4.5f,4.5f}, {14,1,6.0f,6.0f}, {14,1,13.44f,13.44f},
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{15,1,5.25f,5.25f}, {15,1,7.0f,7.0f}, {15,1,15.68f,15.68f},
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{16,1,6.0f,6.0f}, {16,1,8.0f,8.0f}, {16,1,17.92f,17.92f},
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{17,1,6.75f,6.75f}, {17,1,9.0f,9.0f}, {17,1,20.16f,20.16f},
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{18,1,7.5f,7.5f}, {18,1,10.0f,10.0f}, {18,1,22.4f,22.4f},
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{19,1,8.25f,8.25f}, {19,1,11.0f,11.0f}, {19,1,24.64f,24.64f},
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{20,1,9.75f,9.75f}, {20,1,13.0f,13.0f}, {20,1,29.12f,29.12f},
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{21,1,11.25f,11.25f}, {21,1,15.0f,15.0f}, {21,1,33.6f,33.6f},
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};
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const uint32 NumWeaponGenerics= sizeof(TableMeleeWeaponGenerics)/(3*sizeof(TableMeleeWeaponGenerics[0]));
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struct CArmorGenerics
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{
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int Quality ;
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int PercentProtection;
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int MaxProtection ;
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};
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const CArmorGenerics TableArmorGenerics[]=
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{
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// light medium heavy
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{1,20,2}, {1,35,3}, {1,50,4},
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{2,20,2}, {2,35,3}, {2,50,5},
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{3,20,2}, {3,35,4}, {3,50,6},
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{4,20,3}, {4,35,5}, {4,50,7},
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{5,20,3}, {5,35,6}, {5,50,8},
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{6,20,4}, {6,35,7}, {6,50,10},
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{7,20,5}, {7,35,8}, {7,50,12},
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{8,20,6}, {8,35,10}, {8,50,14},
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{9,20,7}, {9,35,12}, {9,50,17},
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{10,20,8}, {10,35,14}, {10,50,21},
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{11,20,10}, {11,35,17}, {11,50,25},
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{12,20,12}, {12,35,21}, {12,50,30},
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{13,20,14}, {13,35,25}, {13,50,36},
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{14,20,17}, {14,35,30}, {14,50,43},
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{15,20,21}, {15,35,36}, {15,50,51},
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{16,20,25}, {16,35,43}, {16,50,62},
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{17,20,30}, {17,35,52}, {17,50,74},
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{18,20,35}, {18,35,62}, {18,50,89},
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{19,20,43}, {19,35,75}, {19,50,106},
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{20,20,51}, {20,35,89}, {20,50,128},
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{21,20,61}, {21,35,107}, {21,50,153},
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};
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const uint32 NumArmorGenerics= sizeof(TableArmorGenerics)/(3*sizeof(TableArmorGenerics[0]));
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//--------------------------------------------------------------
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// CWeaponStats methods
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//--------------------------------------------------------------
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CWeaponStats::CWeaponStats()
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{
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_SpeedInTicks = 0;
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_Damage = 0;
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_Quality = 0;
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_Range = 0;
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_DmgType = DMGTYPE::UNDEFINED;
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_Skill = SKILLS::unknown;
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_Family = ITEMFAMILY::UNDEFINED;
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}
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CWeaponStats::CWeaponStats(const CGameItemPtr &itemPtr,uint16 quality)
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{
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_SpeedInTicks = 0;
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_Damage = 0;
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_Quality = quality;
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_Range = 0;
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_DmgType = DMGTYPE::UNDEFINED;
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_Skill = SKILLS::unknown;
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_Family = ITEMFAMILY::UNDEFINED;
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if (itemPtr == NULL || itemPtr->getStaticForm() == NULL )
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return;
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_Family = itemPtr->getStaticForm()->Family;
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switch(_Family)
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{
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case ITEMFAMILY::MELEE_WEAPON:
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if (!itemPtr->getStaticForm()->MeleeWeapon)
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return;
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_DmgType = itemPtr->getStaticForm()->MeleeWeapon->DamageType;
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_Skill = itemPtr->getStaticForm()->Skill;
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break;
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case ITEMFAMILY::RANGE_WEAPON:
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if (!itemPtr->getStaticForm()->RangeWeapon)
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return;
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_DmgType = itemPtr->getStaticForm()->RangeWeapon->DamageType;
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_Skill = itemPtr->getStaticForm()->Skill;
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_Range = itemPtr->getRange();
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break;
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case ITEMFAMILY::AMMO:
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if (!itemPtr->getStaticForm()->Ammo)
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return;
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_DmgType = itemPtr->getStaticForm()->Ammo->DamageType;
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_Range = itemPtr->getRange();
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break;
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default:
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break;
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};
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if (_Skill == SKILLS::unknown)
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{
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nlwarning("<CCombatWeapon::CCombatWeapon> Error : item %s skill is Unknown", itemPtr->getStaticForm()->Name.c_str());
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}
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_SpeedInTicks = uint16(itemPtr->getSpeed() / CTickEventHandler::getGameTimeStep());
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_Quality = itemPtr->quality();
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if ( UseWeaponDamageFactorModifier )
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_Damage = itemPtr->getDamage() * 260 / (10 + _Quality*10);
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else
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_Damage = itemPtr->getDamage();
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// SkillValue must be init in the calling class
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_SkillValue = 0;
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} // CCombatWeapon //
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std::string CWeaponStats::toString() const
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{
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const std::string temp =
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NLMISC::toString("Damage = %u, Quality = %u, SkillValue = %u, dmgType = %s, Family = %s",
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_Damage, _Quality, _SkillValue,DMGTYPE::toString(_DmgType).c_str(), ITEMFAMILY::toString(_Family).c_str() );
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return temp;
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}
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//--------------------------------------------------------------
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// CArmouStats methods
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//--------------------------------------------------------------
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CArmorStats::CArmorStats()
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{
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_Quality=0;
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_Skill=SKILLS::unknown;
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_ArmorType=ARMORTYPE::UNKNOWN;
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for (int i=0;i<DMGTYPE::NBTYPES;++i)
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{
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_ProtectionFactor[i]=0;
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_ProtectionLimit[i]=0;
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}
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}
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CArmorStats::CArmorStats( const CStaticItem *item, uint16 quality )
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{
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// initialise just like default constructor just in case we find an invalid item and decide to return
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_Quality=0;
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_Skill=SKILLS::unknown;
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_ArmorType=ARMORTYPE::UNKNOWN;
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for (int i=0;i<DMGTYPE::NBTYPES;++i)
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{
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_ProtectionFactor[i]=0;
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_ProtectionLimit[i]=0;
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}
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// make sure the item is valid
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if (!item || !item->Armor) return;
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// the item was valid so retrieve in the correct item stats
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_Quality = quality;
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_ArmorType = item->Armor->ArmorType;
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_Skill = item->Skill;
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// getArmorCharacteristics
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uint32 tblIdx= (quality==0)? 0: (quality >= NumArmorGenerics)? NumArmorGenerics*3: quality*3;
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uint8 percentProtect;
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uint16 maxProtect;
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switch(item->Armor->ArmorType)
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{
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case ARMORTYPE::HEAVY: ++tblIdx;
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case ARMORTYPE::MEDIUM: ++tblIdx;
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case ARMORTYPE::LIGHT:
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percentProtect= TableArmorGenerics[tblIdx].PercentProtection;
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maxProtect= TableArmorGenerics[tblIdx].MaxProtection;
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break;
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default:
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nlwarning("CArmorStats::CArmorStats(): Unknown armor type %d, return 0", item->Armor->ArmorType);
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percentProtect = 0;
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maxProtect = 0;
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};
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for (int i=0;i<DMGTYPE::NBTYPES;++i)
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{
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_ProtectionFactor[i]=percentProtect;
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_ProtectionLimit[i]=maxProtect;
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}
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} // CCombatArmor //
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std::string CArmorStats::toString(bool overrideTitle) const
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{
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std::string result= overrideTitle? "": "Armor";
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result+=NLMISC::toString(": %s,",ARMORTYPE::armorTypeToString(_ArmorType));
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result+=NLMISC::toString(", Quality: %d",_Quality);
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result+=NLMISC::toString(", Skill: %s",SKILLS::toString(_Skill));
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for (sint16 i=0;i<DMGTYPE::NBTYPES;++i)
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result+=NLMISC::toString(", %s(%d,%d)",DMGTYPE::toString((DMGTYPE::EDamageType)i),_ProtectionFactor[i],_ProtectionLimit[i]);
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return result;
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}
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float CArmorStats::getProtectionFactor(uint32 index) const
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{
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if (index>=DMGTYPE::NBTYPES)
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{
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nlwarning("BUG: getProtectionFactor(uint32 index): index out of bounds: %d (should be < %d)",index,DMGTYPE::NBTYPES);
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#ifdef NL_DEBUG
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nlstop
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#endif
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return 0;
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}
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return _ProtectionFactor[index];
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}
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uint32 CArmorStats::getProtectionLimit(uint32 index) const
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{
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if (index>=DMGTYPE::NBTYPES)
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{
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nlwarning("BUG: getProtectionLimit(uint32 index): index out of bounds: %d (should be < %d)",index,DMGTYPE::NBTYPES);
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#ifdef NL_DEBUG
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nlstop
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#endif
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return 0;
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}
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return _ProtectionLimit[index];
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}
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void CArmorStats::setProtectionFactor(uint32 index,float val)
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{
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if (index>=DMGTYPE::NBTYPES)
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{
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nlwarning("BUG: setProtectionFactor(): index out of bounds: %d (should be < %d)",index,DMGTYPE::NBTYPES);
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#ifdef NL_DEBUG
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nlstop
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#endif
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return;
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}
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_ProtectionFactor[index]=val;
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}
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void CArmorStats::setProtectionLimit(uint32 index,uint32 val)
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{
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if (index>=DMGTYPE::NBTYPES)
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{
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nlwarning("BUG: setProtectionLimit(): index out of bounds: %d (should be < %d)",index,DMGTYPE::NBTYPES);
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#ifdef NL_DEBUG
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nlstop
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#endif
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return;
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}
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_ProtectionLimit[index]=val;
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}
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//--------------------------------------------------------------
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// NLMISC COMMANDS
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//--------------------------------------------------------------
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NLMISC_COMMAND(UseWeaponDamageFactorModifier,"toggle the use of the item damage factor (temporary patch item damage )","")
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{
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UseWeaponDamageFactorModifier = !UseWeaponDamageFactorModifier;
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log.displayNL("UseWeaponDamageFactorModifier is %s",UseWeaponDamageFactorModifier?"used":"unused");
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return true;
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}
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