Variable damage to/from mobs

* Player weapons and armor ratings are taken into account when damaging/getting damaged by mobs.
* Players have a 5% chance to critical strike mobs, this doubles the player's weapon power.
* Aside from player and mob stat based damage variance, there is also an inherent 20% variance to any damage.
This commit is contained in:
Jade 2020-09-27 02:53:03 +01:00
parent b4fb449e69
commit 4fea2ae896
7 changed files with 61 additions and 9 deletions

View File

@ -123,6 +123,9 @@ void ItemManager::itemMoveHandler(CNSocket* sock, CNPacketData* data) {
// send equip event to other players
PlayerManager::sendToViewable(sock, (void*)&equipChange, P_FE2CL_PC_EQUIP_CHANGE, sizeof(sP_FE2CL_PC_EQUIP_CHANGE));
// set equipment stats serverside
setItemStats(plr.plr);
}
// send response
@ -859,3 +862,19 @@ void ItemManager::checkItemExpire(CNSocket* sock, Player* player) {
player->toRemoveVehicle.eIL = 0;
player->toRemoveVehicle.iSlotNum = 0;
}
void ItemManager::setItemStats(Player* plr) {
plr->pointDamage = 8 + plr->level * 2;
plr->groupDamage = 8 + plr->level * 2;
plr->defense = 16 + plr->level * 4;
Item* itemStatsDat;
for (int i = 0; i < 4; i++) {
itemStatsDat = ItemManager::getItemData(plr->Equip[i].iID, plr->Equip[i].iType);
plr->pointDamage += itemStatsDat->pointDamage;
plr->groupDamage += itemStatsDat->groupDamage;
plr->defense += itemStatsDat->defense;
}
}

View File

@ -5,7 +5,7 @@
struct Item {
bool tradeable, sellable;
int buyPrice, sellPrice, stackSize, level, rarity; // TODO: implement more as needed
int buyPrice, sellPrice, stackSize, level, rarity, pointDamage, groupDamage, defense; // TODO: implement more as needed
};
struct VendorListing {
int sort, type, iID;
@ -49,4 +49,5 @@ namespace ItemManager {
int findFreeSlot(Player *plr);
Item* getItemData(int32_t id, int32_t type);
void checkItemExpire(CNSocket* sock, Player* player);
void setItemStats(Player* plr);
}

View File

@ -61,12 +61,19 @@ void MobManager::pcAttackNpcs(CNSocket *sock, CNPacketData *data) {
}
Mob *mob = Mobs[pktdata[i]];
int damage = hitMob(sock, mob, 150);
std::pair<int,int> damage;
if (pkt->iNPCCnt > 1)
damage = getDamage(plr->groupDamage, (int)mob->data["m_iProtection"], true);
else
damage = getDamage(plr->pointDamage, (int)mob->data["m_iProtection"], true);
damage.first = hitMob(sock, mob, damage.first);
respdata[i].iID = mob->appearanceData.iNPC_ID;
respdata[i].iDamage = damage;
respdata[i].iDamage = damage.first;
respdata[i].iHP = mob->appearanceData.iHP;
respdata[i].iHitFlag = 2; // hitscan, not a rocket or a grenade
respdata[i].iHitFlag = damage.second; // hitscan, not a rocket or a grenade
}
sock->sendPacket((void*)respbuf, P_FE2CL_PC_ATTACK_NPCs_SUCC, resplen);
@ -93,15 +100,16 @@ void MobManager::npcAttackPc(Mob *mob) {
sP_FE2CL_NPC_ATTACK_PCs *pkt = (sP_FE2CL_NPC_ATTACK_PCs*)respbuf;
sAttackResult *atk = (sAttackResult*)(respbuf + sizeof(sP_FE2CL_NPC_ATTACK_PCs));
plr->HP += (int)mob->data["m_iPower"]; // already negative
auto damage = getDamage(440 + (int)mob->data["m_iPower"], plr->defense, false);
plr->HP -= damage.first;
pkt->iNPC_ID = mob->appearanceData.iNPC_ID;
pkt->iPCCnt = 1;
atk->iID = plr->iID;
atk->iDamage = -(int)mob->data["m_iPower"];
atk->iDamage = damage.first;
atk->iHP = plr->HP;
atk->iHitFlag = 2;
atk->iHitFlag = damage.second;
mob->target->sendPacket((void*)respbuf, P_FE2CL_NPC_ATTACK_PCs, resplen);
PlayerManager::sendToViewable(mob->target, (void*)respbuf, P_FE2CL_NPC_ATTACK_PCs, resplen);
@ -564,3 +572,20 @@ void MobManager::playerTick(CNServer *serv, time_t currTime) {
}
}
}
std::pair<int,int> MobManager::getDamage(int attackPower, int defensePower, bool shouldCrit) {
std::pair<int,int> ret = {};
int damage = attackPower * (rand() % 40 + 80) / 100; // 20% variance
ret.second = 1;
if (shouldCrit && rand() % 20 == 0) {
damage *= 2; // critical hit
ret.second = 2;
}
ret.first = std::max(std::min(damage, damage * damage / defensePower / 4), std::min(damage * damage / defensePower / 2, damage - defensePower));
return ret;
}

View File

@ -104,4 +104,5 @@ namespace MobManager {
void killMob(CNSocket *sock, Mob *mob);
void giveReward(CNSocket *sock);
std::pair<int,int> lerp(int, int, int, int, int);
std::pair<int,int> getDamage(int, int, bool);
}

View File

@ -47,6 +47,10 @@ struct Player {
bool inCombat;
bool dotDamage;
int pointDamage;
int groupDamage;
int defense;
int64_t aQuestFlag[16];
int tasks[ACTIVE_MISSION_COUNT];
int RemainingNPCCount[ACTIVE_MISSION_COUNT][3];

View File

@ -316,6 +316,9 @@ void PlayerManager::enterPlayer(CNSocket* sock, CNPacketData* data) {
addPlayer(sock, plr);
//check if there is an expiring vehicle
ItemManager::checkItemExpire(sock, getPlayer(sock));
//set player equip stats
ItemManager::setItemStats(getPlayer(sock));
}
void PlayerManager::sendToViewable(CNSocket* sock, void* buf, uint32_t type, size_t size) {

View File

@ -117,8 +117,7 @@ void TableData::init() {
auto item = _item.value();
int typeOverride = getItemType(i); // used for special cases where iEquipLoc doesn't indicate item type
ItemManager::ItemData[std::pair<int32_t, int32_t>(item["m_iItemNumber"], typeOverride != -1 ? typeOverride : (int)item["m_iEquipLoc"])]
= { item["m_iTradeAble"] == 1, item["m_iSellAble"] == 1, item["m_iItemPrice"], item["m_iItemSellPrice"], item["m_iStackNumber"], i > 9 ? 0 : (int)item["m_iMinReqLev"],
i > 9 ? 1 : (int)item["m_iRarity"] };
= { item["m_iTradeAble"] == 1, item["m_iSellAble"] == 1, item["m_iItemPrice"], item["m_iItemSellPrice"], item["m_iStackNumber"], i > 9 ? 0 : (int)item["m_iMinReqLev"], i > 9 ? 1 : (int)item["m_iRarity"], i > 9 ? 0 : (int)item["m_iPointRat"], i > 9 ? 0 : (int)item["m_iGroupRat"], i > 9 ? 0 : (int)item["m_iDefenseRat"] };
}
}