khanat-opennel-code/code/ryzom/server/src/sabrina/sabrina_item_stats.cpp
2010-05-06 02:08:41 +02:00

378 lines
11 KiB
C++

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