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Old 05-10-2010, 03:41 PM
Wolftousen
Sarnak
 
Join Date: Apr 2008
Posts: 49
Default AvoidDamage function optimizations

Was looking at this function trying to figure it out and did so with a little help from Kim, but it had a lot of repeated tests and function calls so i compressed it down so it does less work with the same outcomes. It tests for blocking first instead of riposte though, but that shouldn't make any difference.

Here is the diff against 1473 zone/attack.cpp:

Code:
C:\Program Files (x86)\GnuWin32\bin>diff c:\Users\Wolftousen\Documents\fdO.txt c:\Users\Wolftousen\workspace\EQEmuServer\zone\attack.cpp -u
--- c:\Users\Wolftousen\Documents\fdO.txt       2010-05-09 22:52:42.436100000 -0400
+++ c:\Users\Wolftousen\workspace\EQEmuServer\zone\attack.cpp   2010-05-10 03:41:15.458150000 -0400
@@ -372,185 +372,158 @@
        return(tohit_roll <= chancetohit);
 }

+/* solar: called when a mob is attacked, does the checks to see if it's a hit
+*  and does other mitigation checks.  'this' is the mob being attacked.
+*
+* special return values:
+*    -1 - block
+*    -2 - parry
+*    -3 - riposte
+*    -4 - dodge
+*
+*/
 bool Mob::AvoidDamage(Mob* other, sint32 &damage)
-{
-       /* solar: called when a mob is attacked, does the checks to see if it's a hit
-       *  and does other mitigation checks.  'this' is the mob being attacked.
-       *
-       * special return values:
-       *    -1 - block
-       *    -2 - parry
-       *    -3 - riposte
-       *    -4 - dodge
-       *
-       */
-       float skill;
-       float bonus;
-       float RollTable[4] = {0,0,0,0};
-       float roll;
-       Mob *attacker=other;
-       Mob *defender=this;
-
-       //garunteed hit
-       bool ghit = false;
-       if((attacker->spellbonuses.MeleeSkillCheck + attacker->itembonuses.MeleeSkillCheck) > 500)
-               ghit = true;
-
-       //////////////////////////////////////////////////////////
-       // make enrage same as riposte
-       /////////////////////////////////////////////////////////
-       if (IsEnraged() && !other->BehindMob(this, other->GetX(), other->GetY())) {
-               damage = -3;
-               mlog(COMBAT__DAMAGE, "I am enraged, riposting frontal attack.");
-       }
-
-       /////////////////////////////////////////////////////////
-       // riposte
-       /////////////////////////////////////////////////////////
-       if (damage > 0 && CanThisClassRiposte() && !other->BehindMob(this, other->GetX(), other->GetY()))
-       {
-        skill = GetSkill(RIPOSTE);
-               if (IsClient()) {
-                       CastToClient()->CheckIncreaseSkill(RIPOSTE, other, -10);
-               }
-
-               if (!ghit) {    //if they are not using a garunteed hit discipline
-                       bonus = 2.0 + skill/60.0 + (GetDEX()/200);
-                       bonus = bonus * (100 + defender->spellbonuses.RiposteChance + defender->itembonuses.RiposteChance) / 100.0f;
-                       RollTable[0] = bonus;
-               }
+{
+       //is there a garunteed hit disc in place?
+       if((other->spellbonuses.MeleeSkillCheck + other->itembonuses.MeleeSkillCheck) > 500)
+       {
+               mlog(COMBAT__DAMAGE, "Final damage after all avoidances: %d", damage);
+               return false;
        }

-       ///////////////////////////////////////////////////////
-       // block
-       ///////////////////////////////////////////////////////
-
+       //is attacker behind or in front...
+       bool inFront = !other->BehindMob(this, other->GetX(), other->GetY());
        bool bBlockFromRear = false;

-       if (this->IsClient()) {
-               float aaChance = 0;
-
+       if (this->IsClient())
+       {
                // a successful roll on this does not mean a successful block is forthcoming. only that a chance to block
                // from a direction other than the rear is granted.
-               switch (GetAA(aaHightenedAwareness)) {
-               case 1:
-                       aaChance = 8;
-                       break;
-               case 2:
-                       aaChance = 16;
-                       break;
-               case 3:
-                       aaChance = 24;
-                       break;
-               case 4:
-                       aaChance = 32;
-                       break;
-               case 5:
-                       aaChance = 40;
-                       break;
-               }
-
-               if (aaChance > MakeRandomInt(1, 100))
+               if (GetAA(aaHightenedAwareness) * 8 > MakeRandomInt(1, 100))
+               {
                        bBlockFromRear = true;
-       }
-
-       if (damage > 0 && CanThisClassBlock() && (!other->BehindMob(this, other->GetX(), other->GetY()) || bBlockFromRear)) {
-               skill = CastToClient()->GetSkill(BLOCKSKILL);
-               if (IsClient()) {
-                       CastToClient()->CheckIncreaseSkill(BLOCKSKILL, other, -10);
-               }
-
-               if (!ghit) {    //if they are not using a garunteed hit discipline
-                       bonus = 2.0 + skill/35.0 + (GetDEX()/200);
-                       RollTable[1] = RollTable[0] + bonus;
                }
        }
-       else{
-               RollTable[1] = RollTable[0];
+
+       float chance = 0;
+       float roll = MakeRandomFloat(0,100);;
+
+       ///////////////////////////////////////////////////////
+       // block - Monk/Bst only
+       ///////////////////////////////////////////////////////
+
+       if (CanThisClassBlock() && (inFront || bBlockFromRear))
+       {
+               chance = 2.0 + (float)CastToClient()->GetSkill(BLOCKSKILL)/35.0 + ((float)GetDEX()/200.0);
        }
-
-       if(damage > 0 && GetAA(aaShieldBlock) && (!other->BehindMob(this, other->GetX(), other->GetY()))) {
-               bool equiped = CastToClient()->m_inv.GetItem(14);
-               if(equiped) {
-                       uint8 shield = CastToClient()->m_inv.GetItem(14)->GetItem()->ItemType;
-
-                       if(shield == ItemTypeShield) {
-                               switch(GetAA(aaShieldBlock)) {
+
+       ///////////////////////////////////////////////////////
+       // shield block - WAR/PAL/SK only
+       ///////////////////////////////////////////////////////
+
+       if(GetAA(aaShieldBlock) > 0)
+       {
+               if(CastToClient()->m_inv.GetItem(14))
+               {
+                       if(CastToClient()->m_inv.GetItem(14)->GetItem()->ItemType == ItemTypeShield)
+                       {
+                               switch(GetAA(aaShieldBlock))
+                               {
                                         case 1:
-                                               RollTable[1] = RollTable[0] + 2.50;
-                        break;
-                        case 2:
-                               RollTable[1] = RollTable[0] + 5.00;
-                                   break;
-                                    case 3:
-                                           RollTable[1] = RollTable[0] + 10.00;
+                                               chance = 2.50;
+                                               break;
+                                        case 2:
+                                               chance = 5.00;
+                                               break;
+                                        case 3:
+                                               chance = 10.00;
                                                break;
                                }
                        }
                }
        }
-
-       //////////////////////////////////////////////////////
-       // parry
-       //////////////////////////////////////////////////////
-       if (damage > 0 && CanThisClassParry() && !other->BehindMob(this, other->GetX(), other->GetY()))
-       {
-        skill = CastToClient()->GetSkill(PARRY);
-               if (IsClient()) {
-                       CastToClient()->CheckIncreaseSkill(PARRY, other, -10);
-               }
-
-               if (!ghit) {    //if they are not using a garunteed hit discipline
-                       bonus = 2.0 + skill/60.0 + (GetDEX()/200);
-                       bonus = bonus * (100 + defender->spellbonuses.ParryChance + defender->itembonuses.ParryChance) / 100.0f;
-                       RollTable[2] = RollTable[1] + bonus;
-               }
-       }
-       else{
-               RollTable[2] = RollTable[1];
-       }

-       ////////////////////////////////////////////////////////
-       // dodge
-       ////////////////////////////////////////////////////////
-       if (damage > 0 && CanThisClassDodge() && !other->BehindMob(this, other->GetX(), other->GetY()))
+       if(roll <= chance)
        {
-
-        skill = CastToClient()->GetSkill(DODGE);
-               if (IsClient()) {
-                       CastToClient()->CheckIncreaseSkill(DODGE, other, -10);
-               }
-
-               if (!ghit) {    //if they are not using a garunteed hit discipline
-                       bonus = 2.0 + skill/60.0 + (GetAGI()/200);
-                       bonus = bonus * (100 + defender->spellbonuses.DodgeChance + defender->itembonuses.DodgeChance) / 100.0f;
-                       RollTable[3] = RollTable[2] + bonus;
+               if (IsClient() && GetAA(aaShieldBlock) > 0)
+               {
+                       CastToClient()->CheckIncreaseSkill(BLOCKSKILL, other, -10);
                }
+               damage = -1;
+               mlog(COMBAT__DAMAGE, "Final damage after all avoidances: %d", damage);
+               return true;
        }
-       else{
-               RollTable[3] = RollTable[2];
-       }
-
-       if(damage > 0){
-               roll = MakeRandomFloat(0,100);
-               if(roll <= RollTable[0]){
+
+       if(inFront)
+       {
+               //////////////////////////////////////////////////////////
+               // make enrage same as riposte
+               /////////////////////////////////////////////////////////
+               if (IsEnraged())
+               {
                        damage = -3;
+                       mlog(COMBAT__DAMAGE, "I am enraged, riposting frontal attack.");
+                       mlog(COMBAT__DAMAGE, "Final damage after all avoidances: %d", damage);
+                       return true;
                }
-               else if(roll <= RollTable[1]){
-                       damage = -1;
+
+               /////////////////////////////////////////////////////////
+               // riposte
+               /////////////////////////////////////////////////////////
+               if (CanThisClassRiposte())
+               {
+                       chance += (2.0 + (float)GetSkill(RIPOSTE)/60.0 + ((float)GetDEX()/200.0)) * ((100 + this->spellbonuses.RiposteChance + this->itembonuses.RiposteChance) / 100.0f);
+
+                       if(roll <= chance)
+                       {
+                               if (IsClient())
+                               {
+                                       CastToClient()->CheckIncreaseSkill(RIPOSTE, other, -10);
+                               }
+                               damage = -3;
+                               mlog(COMBAT__DAMAGE, "Final damage after all avoidances: %d", damage);
+                               return true;
+                       }
                }
-               else if(roll <= RollTable[2]){
-                       damage = -2;
+               //////////////////////////////////////////////////////
+               // parry
+               //////////////////////////////////////////////////////
+               if (CanThisClassParry())
+               {
+                       chance += (2.0 + (float)CastToClient()->GetSkill(PARRY)/60.0 + ((float)GetDEX()/200.0)) * ((100 + this->spellbonuses.ParryChance + this->itembonuses.ParryChance) / 100.0f);
+
+                       if(roll <= chance)
+                       {
+                               if (IsClient())
+                               {
+                                       CastToClient()->CheckIncreaseSkill(PARRY, other, -10);
+                               }
+                               damage = -2;
+                               mlog(COMBAT__DAMAGE, "Final damage after all avoidances: %d", damage);
+                               return true;
+                       }
                }
-               else if(roll <= RollTable[3]){
-                       damage = -4;
+
+               ////////////////////////////////////////////////////////
+               // dodge
+               ////////////////////////////////////////////////////////
+               if(CanThisClassDodge())
+               {
+                       chance += (2.0 + (float)CastToClient()->GetSkill(DODGE)/60.0 + ((float)GetAGI()/200.0)) * ((100 + this->spellbonuses.DodgeChance + this->itembonuses.DodgeChance) / 100.0f);
+
+                       if(roll <= chance)
+                       {
+                               if (IsClient())
+                               {
+                                       CastToClient()->CheckIncreaseSkill(DODGE, other, -10);
+                               }
+                               damage = -4;
+                               mlog(COMBAT__DAMAGE, "Final damage after all avoidances: %d", damage);
+                               return true;
+                       }
                }
        }
-
        mlog(COMBAT__DAMAGE, "Final damage after all avoidances: %d", damage);
-
-       if (damage < 0)
-               return true;
        return false;
 }
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  #2  
Old 05-10-2010, 10:33 PM
trevius's Avatar
trevius
Developer
 
Join Date: Aug 2006
Location: USA
Posts: 5,946
Default

Not a big issue, but when you submit changes with diffs, it is good to correct spelling errors so they get fixed:

Code:
//is there a garunteed hit disc in place?

Code:
//is there a guaranteed hit disc in place?

Also, we have been removing names from the source comments, since there isn't really a need to have them there anymore. If something has been changed and we want to know who did it, that is what the SVN diffs are for

Again, that isn't a big deal, but just mentioning it. I believe there has been a coding standards list in the works that just hasn't been posted yet.

Thanks for the submissions. I checked the others you posted and they looked pretty good. I will leave this one up to KLS to add, as I hate messing with core systems like that when I don't have to :P

If you keep up like this, we may need to see if giving you SVN access is an option :P
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  #3  
Old 05-10-2010, 11:17 PM
Wolftousen
Sarnak
 
Join Date: Apr 2008
Posts: 49
Default

Happy to put my abilities to use for this. I'll be sure to run things through spell check before posting them from now on.

I'll keep posting any fixes i find, always seem to stumble on something everyday when playing on PEQ.
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