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[Constants] Convert SE Defines to SpellEffect Namespace (#4999)
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+22
-22
@@ -547,7 +547,7 @@ Mob::~Mob()
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AI_Stop();
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if (GetPet()) {
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if (GetPet()->Charmed()) {
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GetPet()->BuffFadeByEffect(SE_Charm);
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GetPet()->BuffFadeByEffect(SpellEffect::Charm);
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}
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else {
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SetPet(0);
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@@ -625,7 +625,7 @@ void Mob::BreakCharmPetIfConditionsMet() {
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auto pet = GetPet();
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if (pet && pet->GetPetType() == PetType::Charmed && HasAnInvisibilityEffect()) {
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if (RuleB(Pets, LivelikeBreakCharmOnInvis) || IsInvisible(pet)) {
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pet->BuffFadeByEffect(SE_Charm);
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pet->BuffFadeByEffect(SpellEffect::Charm);
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}
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LogRules(
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"Pets:LivelikeBreakCharmOnInvis for [{}] invisible [{}] hidden [{}] improved_hidden (shroud of stealth) [{}] invisible_animals [{}] invisible_undead [{}]",
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@@ -1352,7 +1352,7 @@ void Mob::FillSpawnStruct(NewSpawn_Struct* ns, Mob* ForWho)
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// 3 - Mobs in water do not sink. A value of 3 in this field appears to be the default setting for all mobs
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// (in water or not) according to 6.2 era packet collects.
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if(IsClient())
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ns->spawn.flymode = FindType(SE_Levitate) ? 2 : 0;
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ns->spawn.flymode = FindType(SpellEffect::Levitate) ? 2 : 0;
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else
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ns->spawn.flymode = flymode;
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@@ -5629,7 +5629,7 @@ int Mob::GetSnaredAmount()
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for(int j = 0; j < EFFECT_COUNT; j++)
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{
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if (spells[buffs[i].spellid].effect_id[j] == SE_MovementSpeed)
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if (spells[buffs[i].spellid].effect_id[j] == SpellEffect::MovementSpeed)
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{
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int64 val = CalcSpellEffectValue_formula(spells[buffs[i].spellid].formula[j], spells[buffs[i].spellid].base_value[j], spells[buffs[i].spellid].max_value[j], buffs[i].casterlevel, buffs[i].spellid);
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//int effect = CalcSpellEffectValue(buffs[i].spellid, spells[buffs[i].spellid].effectid[j], buffs[i].casterlevel);
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@@ -5827,7 +5827,7 @@ bool Mob::TrySpellTrigger(Mob *target, uint32 spell_id, int effect)
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if (!target || !IsValidSpell(spell_id))
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return false;
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/*The effects SE_SpellTrigger (SPA 340) and SE_Chance_Best_in_Spell_Grp (SPA 469) work as follows, you typically will have 2-3 different spells each with their own
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/*The effects SpellEffect::SpellTrigger (SPA 340) and SpellEffect::Chance_Best_in_Spell_Grp (SPA 469) work as follows, you typically will have 2-3 different spells each with their own
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chance to be triggered with all chances equaling up to 100 pct, with only 1 spell out of the group being ultimately cast.
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(ie Effect1 trigger spellA with 30% chance, Effect2 triggers spellB with 20% chance, Effect3 triggers spellC with 50% chance).
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The following function ensures a statistically accurate chance for each spell to be cast based on their chance values. These effects are also used in spells where there
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@@ -5842,7 +5842,7 @@ bool Mob::TrySpellTrigger(Mob *target, uint32 spell_id, int effect)
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for (int i = 0; i < EFFECT_COUNT; i++)
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{
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if (spells[spell_id].effect_id[i] == SE_SpellTrigger || spells[spell_id].effect_id[i] == SE_Chance_Best_in_Spell_Grp)
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if (spells[spell_id].effect_id[i] == SpellEffect::SpellTrigger || spells[spell_id].effect_id[i] == SpellEffect::Chance_Best_in_Spell_Grp)
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total_chance += spells[spell_id].base_value[i];
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}
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@@ -5852,7 +5852,7 @@ bool Mob::TrySpellTrigger(Mob *target, uint32 spell_id, int effect)
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for (int i = 0; i < EFFECT_COUNT; i++){
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//Find spells with SPA 340 and add the cumulative percent chances to the roll array
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if ((spells[spell_id].effect_id[i] == SE_SpellTrigger) || (spells[spell_id].effect_id[i] == SE_Chance_Best_in_Spell_Grp)){
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if ((spells[spell_id].effect_id[i] == SpellEffect::SpellTrigger) || (spells[spell_id].effect_id[i] == SpellEffect::Chance_Best_in_Spell_Grp)){
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const int cumulative_chance = current_chance + spells[spell_id].base_value[i];
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chance_array[i] = cumulative_chance;
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current_chance = cumulative_chance;
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@@ -5875,11 +5875,11 @@ bool Mob::TrySpellTrigger(Mob *target, uint32 spell_id, int effect)
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}
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if (CastSpell) {
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if (spells[spell_id].effect_id[effect_slot] == SE_SpellTrigger && IsValidSpell(spells[spell_id].limit_value[effect_slot])) {
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if (spells[spell_id].effect_id[effect_slot] == SpellEffect::SpellTrigger && IsValidSpell(spells[spell_id].limit_value[effect_slot])) {
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SpellFinished(spells[spell_id].limit_value[effect_slot], target, EQ::spells::CastingSlot::Item, 0, -1, spells[spells[spell_id].limit_value[effect_slot]].resist_difficulty);
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return true;
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}
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else if (IsClient() && spells[spell_id].effect_id[effect_slot] == SE_Chance_Best_in_Spell_Grp) {
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else if (IsClient() && spells[spell_id].effect_id[effect_slot] == SpellEffect::Chance_Best_in_Spell_Grp) {
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uint32 best_spell_id = CastToClient()->GetHighestScribedSpellinSpellGroup(spells[spell_id].limit_value[effect_slot]);
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if (IsValidSpell(best_spell_id)) {
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SpellFinished(best_spell_id, target, EQ::spells::CastingSlot::Item, 0, -1, spells[best_spell_id].resist_difficulty);
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@@ -5899,7 +5899,7 @@ void Mob::TryTriggerOnCastRequirement()
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int spell_id = buffs[e].spellid;
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if (IsValidSpell(spell_id)) {
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for (int i = 0; i < EFFECT_COUNT; i++) {
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if ((spells[spell_id].effect_id[i] == SE_TriggerOnReqTarget) || (spells[spell_id].effect_id[i] == SE_TriggerOnReqCaster)) {
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if ((spells[spell_id].effect_id[i] == SpellEffect::TriggerOnReqTarget) || (spells[spell_id].effect_id[i] == SpellEffect::TriggerOnReqCaster)) {
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if (PassCastRestriction(spells[spell_id].limit_value[i])) {
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SpellFinished(spells[spell_id].base_value[i], this, EQ::spells::CastingSlot::Item, 0, -1, spells[spell_id].resist_difficulty);
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if (!TryFadeEffect(e)) {
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@@ -5942,7 +5942,7 @@ void Mob::TryTwincast(Mob *caster, Mob *target, uint32 spell_id)
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int buff_count = GetMaxTotalSlots();
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for(int i = 0; i < buff_count; i++)
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{
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if(IsEffectInSpell(buffs[i].spellid, SE_FcTwincast))
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if(IsEffectInSpell(buffs[i].spellid, SpellEffect::FcTwincast))
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{
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int32 focus = CalcFocusEffect(focusTwincast, buffs[i].spellid, spell_id);
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if(focus > 0)
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@@ -5968,10 +5968,10 @@ void Mob::ApplyHealthTransferDamage(Mob *caster, Mob *target, uint16 spell_id)
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This allows for the AE spells to function without repeatedly killing caster
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Damage or heal portion can be found as regular single use spell effect
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*/
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if (IsEffectInSpell(spell_id, SE_Health_Transfer)){
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if (IsEffectInSpell(spell_id, SpellEffect::Health_Transfer)){
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for (int i = 0; i < EFFECT_COUNT; i++) {
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if (spells[spell_id].effect_id[i] == SE_Health_Transfer) {
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if (spells[spell_id].effect_id[i] == SpellEffect::Health_Transfer) {
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int64 new_hp = GetMaxHP();
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new_hp -= GetMaxHP() * spells[spell_id].base_value[i] / 1000;
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@@ -6175,8 +6175,8 @@ bool Mob::TryFadeEffect(int slot)
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if (!spells[buffs[slot].spellid].effect_id[i])
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continue;
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if (spells[buffs[slot].spellid].effect_id[i] == SE_CastOnFadeEffectAlways ||
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spells[buffs[slot].spellid].effect_id[i] == SE_CastOnRuneFadeEffect)
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if (spells[buffs[slot].spellid].effect_id[i] == SpellEffect::CastOnFadeEffectAlways ||
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spells[buffs[slot].spellid].effect_id[i] == SpellEffect::CastOnRuneFadeEffect)
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{
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uint16 spell_id = spells[buffs[slot].spellid].base_value[i];
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BuffFadeBySlot(slot);
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@@ -6560,9 +6560,9 @@ void Mob::TrySpellOnKill(uint8 level, uint16 spell_id)
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{
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if (IsValidSpell(spell_id))
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{
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if(IsEffectInSpell(spell_id, SE_ProcOnSpellKillShot)) {
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if(IsEffectInSpell(spell_id, SpellEffect::ProcOnSpellKillShot)) {
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for (int i = 0; i < EFFECT_COUNT; i++) {
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if (spells[spell_id].effect_id[i] == SE_ProcOnSpellKillShot)
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if (spells[spell_id].effect_id[i] == SpellEffect::ProcOnSpellKillShot)
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{
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if (IsValidSpell(spells[spell_id].limit_value[i]) && spells[spell_id].max_value[i] <= level)
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{
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@@ -6897,11 +6897,11 @@ void Mob::DoGravityEffect()
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int buff_count = GetMaxTotalSlots();
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for (int slot = 0; slot < buff_count; slot++)
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{
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if (IsValidSpell(buffs[slot].spellid) && IsEffectInSpell(buffs[slot].spellid, SE_GravityEffect))
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if (IsValidSpell(buffs[slot].spellid) && IsEffectInSpell(buffs[slot].spellid, SpellEffect::GravityEffect))
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{
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for (int i = 0; i < EFFECT_COUNT; i++)
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{
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if(spells[buffs[slot].spellid].effect_id[i] == SE_GravityEffect) {
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if(spells[buffs[slot].spellid].effect_id[i] == SpellEffect::GravityEffect) {
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int casterId = buffs[slot].casterid;
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if(casterId)
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@@ -7108,7 +7108,7 @@ void Mob::CastOnCurer(uint32 spell_id)
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{
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for(int i = 0; i < EFFECT_COUNT; i++)
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{
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if (spells[spell_id].effect_id[i] == SE_CastOnCurer)
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if (spells[spell_id].effect_id[i] == SpellEffect::CastOnCurer)
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{
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if(IsValidSpell(spells[spell_id].base_value[i]))
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{
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@@ -7122,7 +7122,7 @@ void Mob::CastOnCure(uint32 spell_id)
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{
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for(int i = 0; i < EFFECT_COUNT; i++)
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{
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if (spells[spell_id].effect_id[i] == SE_CastOnCure)
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if (spells[spell_id].effect_id[i] == SpellEffect::CastOnCure)
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{
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if(IsValidSpell(spells[spell_id].base_value[i]))
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{
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@@ -7139,7 +7139,7 @@ void Mob::CastOnNumHitFade(uint32 spell_id)
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for(int i = 0; i < EFFECT_COUNT; i++)
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{
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if (spells[spell_id].effect_id[i] == SE_CastonNumHitFade)
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if (spells[spell_id].effect_id[i] == SpellEffect::CastonNumHitFade)
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{
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if(IsValidSpell(spells[spell_id].base_value[i]))
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{
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