First a fix to support Frogloks and Berserkers
Code:
bool ItemInst::IsEquipable(int16 race, int16 class_) const
{
if (!m_item)
return false;
bool israce = false;
bool isclass = false;
if (m_item->Slots == 0) {
return false;
}
uint32 classes_ = m_item->Classes;
uint32 races_ = m_item->Races;
int32 race_ = 0;
#ifndef PACKETCOLLECTOR
race_ = GetArrayRace(race);
race_ = (race_==17? 15 : race_);
#endif
// @merth: can this be optimized? i.e., will (race & common->Races) suffice?
for (int cur_class = 1; cur_class<=16; cur_class++) {
if (classes_ % 2 == 1) {
if (cur_class == class_) {
isclass = true;
}
}
classes_ >>= 1;
}
for (unsigned int cur_race = 1; cur_race <= 15; cur_race++) {
if (races_ % 2 == 1) {
if (cur_race == race_) {
israce = true;
}
}
races_ >>= 1;
}
if (!isclass){printf("CLASS FAILED:%i ",class_);}
if (!israce){printf("RACE FAILED:%i ",race_);}
return (israce && isclass);
}
Update to allow new aug bool used in function
Code:
void AddItemBonuses(const ItemInst *inst, StatBonuses* newbon, bool isaug = false);
function now makes a return if player does not meet level requirement, class requirement, race requirement, or if a non-augment item is inserted into an augment slot. Slot check is currently commented due to GetCurrentSlot() returning bad values.
Please excuse the return functions not being combined, left them separate while i was testing each part.
Code:
void Client::AddItemBonuses(const ItemInst *inst, StatBonuses* newbon, bool isaug) {
if(!inst || !inst->IsType(ItemClassCommon))
{
return;
}
if (GetLevel() < inst->GetItem()->ReqLevel)
{
//printf("LEVEL FAILED:%i < %i ",GetLevel(),inst->GetItem()->ReqLevel);
return;
}
if (!inst->IsEquipable(GetBaseRace(),GetClass()))
{
return;
}
if(inst->GetAugmentType()==0 && isaug == TRUE)
{
//printf("AUG FAILED:%i ",inst->GetAugmentType());
return;
}
//if(!inst->IsEquipable(inst->GetCurrentSlot()))
//{
// printf("SLOT FAILED:%i ",inst->GetCurrentSlot());
//}
const Item_Struct *item = inst->GetItem();
if( GetLevel() >= item->RecLevel)
{
newbon->AC += item->AC;
newbon->HP += item->HP;
newbon->Mana += item->Mana;
newbon->Endurance += item->Endur;
newbon->STR += item->AStr;
newbon->STA += item->ASta;
newbon->DEX += item->ADex;
newbon->AGI += item->AAgi;
newbon->INT += item->AInt;
newbon->WIS += item->AWis;
newbon->CHA += item->ACha;
newbon->MR += item->MR;
newbon->FR += item->FR;
newbon->CR += item->CR;
newbon->PR += item->PR;
newbon->DR += item->DR;
}
else
{
int lvl = GetLevel();
int reclvl = item->RecLevel;
newbon->AC += CalcRecommendedLevelBonus( lvl, reclvl, item->AC );
newbon->HP += CalcRecommendedLevelBonus( lvl, reclvl, item->HP );
newbon->Mana += CalcRecommendedLevelBonus( lvl, reclvl, item->Mana );
newbon->Endurance += CalcRecommendedLevelBonus( lvl, reclvl, item->Endur );
newbon->STR += CalcRecommendedLevelBonus( lvl, reclvl, item->AStr );
newbon->STA += CalcRecommendedLevelBonus( lvl, reclvl, item->ASta );
newbon->DEX += CalcRecommendedLevelBonus( lvl, reclvl, item->ADex );
newbon->AGI += CalcRecommendedLevelBonus( lvl, reclvl, item->AAgi );
newbon->INT += CalcRecommendedLevelBonus( lvl, reclvl, item->AInt );
newbon->WIS += CalcRecommendedLevelBonus( lvl, reclvl, item->AWis );
newbon->CHA += CalcRecommendedLevelBonus( lvl, reclvl, item->ACha );
newbon->MR += CalcRecommendedLevelBonus( lvl, reclvl, item->MR );
newbon->FR += CalcRecommendedLevelBonus( lvl, reclvl, item->FR );
newbon->CR += CalcRecommendedLevelBonus( lvl, reclvl, item->CR );
newbon->PR += CalcRecommendedLevelBonus( lvl, reclvl, item->PR );
newbon->DR += CalcRecommendedLevelBonus( lvl, reclvl, item->DR );
}
//FatherNitwit: New style haste, shields, and regens
if(newbon->haste < (sint8)item->Haste) {
newbon->haste = item->Haste;
}
if(item->Regen > 0) {
newbon->HPRegen += item->Regen;
}
if(item->ManaRegen > 0) {
newbon->ManaRegen += item->ManaRegen;
}
if(item->EnduranceRegen > 0){
newbon->EnduranceRegen += item->EnduranceRegen;
}
if(item->DamageShield > 0) {
newbon->DamageShield += item->DamageShield;
}
if(item->SpellShield > 0) {
newbon->SpellDamageShield += item->SpellShield;
}
if(item->Shielding > 0) {
newbon->MeleeMitigation += item->Shielding;
}
if(item->StunResist > 0) {
newbon->StunResist += item->StunResist;
}
if(item->StrikeThrough > 0) {
newbon->StrikeThrough += item->StrikeThrough;
}
if(item->Avoidance > 0) {
newbon->AvoidMeleeChance += item->Avoidance;
}
if(item->Accuracy > 0) {
newbon->HitChance += item->Accuracy;
}
if(item->CombatEffects > 0) {
newbon->ProcChance += item->CombatEffects;
}
if (item->Worn.Effect>0 && (item->Worn.Type == ET_WornEffect)) { // latent effects
//printf("WORN EFFECT???");
ApplySpellsBonuses(item->Worn.Effect, item->Worn.Level, newbon);
}
switch(item->BardType)
{
case 51: /* All (e.g. Singing Short Sword) */
{
if(item->BardValue > newbon->singingMod)
newbon->singingMod = item->BardValue;
if(item->BardValue > newbon->brassMod)
newbon->brassMod = item->BardValue;
if(item->BardValue > newbon->stringedMod)
newbon->stringedMod = item->BardValue;
if(item->BardValue > newbon->percussionMod)
newbon->percussionMod = item->BardValue;
if(item->BardValue > newbon->windMod)
newbon->windMod = item->BardValue;
break;
}
case 50: /* Singing */
{
if(item->BardValue > newbon->singingMod)
newbon->singingMod = item->BardValue;
break;
}
case 23: /* Wind */
{
if(item->BardValue > newbon->windMod)
newbon->windMod = item->BardValue;
break;
}
case 24: /* stringed */
{
if(item->BardValue > newbon->stringedMod)
newbon->stringedMod = item->BardValue;
break;
}
case 25: /* brass */
{
if(item->BardValue > newbon->brassMod)
newbon->brassMod = item->BardValue;
break;
}
case 26: /* Percussion */
{
if(item->BardValue > newbon->percussionMod)
newbon->percussionMod = item->BardValue;
break;
}
}
if (item->SkillModValue != 0 && item->SkillModType < HIGHEST_SKILL){
if (newbon->skillmod[item->SkillModType] < item->SkillModValue)
newbon->skillmod[item->SkillModType] = (sint8)item->SkillModValue;
}
int i;
for(i = 0; i < MAX_AUGMENT_SLOTS; i++) {
AddItemBonuses(inst->GetAugment(i),newbon,TRUE);
}
}
insert this where convienient in
int Mob::GetWeaponDamage(Mob *against, const ItemInst *weapon_item)
currently have it at the bottom; prevents illegally equipped weapons from doing damage
Code:
if(weapon_item){
if(weapon_item->GetItem() && GetLevel() < weapon_item->GetItem()->ReqLevel && weapon_item->IsEquipable(GetBaseRace(),GetClass()))
{
dmg = 0;
}
}