Merge conflicts abound and now are fixed

This commit is contained in:
KimLS
2015-07-02 20:12:51 -07:00
67 changed files with 24488 additions and 5020 deletions
+30 -44
View File
@@ -45,7 +45,6 @@ struct Item_Struct;
#include "../common/item_struct.h"
#include "../common/clientversions.h"
#include "aa.h"
#include "common.h"
#include "merc.h"
#include "mob.h"
@@ -227,6 +226,7 @@ public:
virtual int32 GetMeleeMitDmg(Mob *attacker, int32 damage, int32 minhit, float mit_rating, float atk_rating);
virtual void SetAttackTimer();
float GetQuiverHaste();
void DoAttackRounds(Mob *target, int hand, bool IsFromSpell = false);
void AI_Init();
void AI_Start(uint32 iMoveDelay = 0);
@@ -541,7 +541,6 @@ public:
bool Flurry();
bool Rampage();
void DurationRampage(uint32 duration);
inline uint32 GetEXP() const { return m_pp.exp; }
@@ -623,6 +622,7 @@ public:
inline uint32 AccountID() const { return account_id; }
inline const char* AccountName()const { return account_name; }
inline int GetAccountCreation() const { return account_creation; }
inline int16 Admin() const { return admin; }
inline uint32 CharacterID() const { return character_id; }
void UpdateAdmin(bool iFromDB = true);
@@ -759,45 +759,35 @@ public:
inline PTimerList &GetPTimers() { return(p_timers); }
//AA Methods
void SendAAList();
void ResetAA();
void SendClearAA();
void SendAA(uint32 id, int seq=1);
void SendPreviousAA(uint32 id, int seq=1);
void BuyAA(AA_Action* action);
//this function is used by some AA stuff
void MemorizeSpell(uint32 slot,uint32 spellid,uint32 scribing);
void SetAATitle(const char *Title);
void SetTitleSuffix(const char *txt);
inline uint32 GetMaxAAXP(void) const { return max_AAXP; }
inline uint32 GetAAXP() const { return m_pp.expAA; }
void SendAAStats();
void SendAATable();
void SendAATimers();
int GetAATimerID(aaID activate);
int CalcAAReuseTimer(const AA_DBAction *caa);
void ActivateAA(aaID activate);
void SendAATimer(uint32 ability, uint32 begin, uint32 end);
void EnableAAEffect(aaEffectType type, uint32 duration = 0);
void DisableAAEffect(aaEffectType type);
bool CheckAAEffect(aaEffectType type);
void HandleAAAction(aaID activate);
uint32 GetAA(uint32 aa_id) const;
bool SetAA(uint32 aa_id, uint32 new_value);
inline uint32 GetAAPointsSpent() { return m_pp.aapoints_spent; }
int16 CalcAAFocusEffect(focusType type, uint16 focus_spell, uint16 spell_id);
int16 CalcAAFocus(focusType type, uint32 aa_ID, uint16 spell_id);
void SetAAPoints(uint32 points) { m_pp.aapoints = points; SendAAStats(); }
void AddAAPoints(uint32 points) { m_pp.aapoints += points; SendAAStats(); }
//New AA Methods
void SendAlternateAdvancementRank(int aa_id, int level);
void SendAlternateAdvancementTable();
void SendAlternateAdvancementStats();
void PurchaseAlternateAdvancementRank(int rank_id);
bool GrantAlternateAdvancementAbility(int aa_id, int points, bool ignore_cost = false);
void IncrementAlternateAdvancementRank(int rank_id);
void ActivateAlternateAdvancementAbility(int rank_id, int target_id);
void SendAlternateAdvancementPoints();
void SendAlternateAdvancementTimer(int ability, int begin, int end);
void SendAlternateAdvancementTimers();
void ResetAlternateAdvancementTimer(int ability);
void ResetAlternateAdvancementTimers();
void SetAAPoints(uint32 points) { m_pp.aapoints = points; SendAlternateAdvancementStats(); }
void AddAAPoints(uint32 points) { m_pp.aapoints += points; SendAlternateAdvancementStats(); }
int GetAAPoints() { return m_pp.aapoints; }
int GetSpentAA() { return m_pp.aapoints_spent; }
//old AA methods that we still use
void ResetAA();
void RefundAA();
void IncrementAA(int aa_id);
int32 GetAAEffectDataBySlot(uint32 aa_ID, uint32 slot_id, bool GetEffect, bool GetBase1, bool GetBase2);
int32 GetAAEffectid(uint32 aa_ID, uint32 slot_id) { return GetAAEffectDataBySlot(aa_ID, slot_id, true, false,false); }
int32 GetAABase1(uint32 aa_ID, uint32 slot_id) { return GetAAEffectDataBySlot(aa_ID, slot_id, false, true,false); }
int32 GetAABase2(uint32 aa_ID, uint32 slot_id) { return GetAAEffectDataBySlot(aa_ID, slot_id, false, false,true); }
void SendClearAA();
inline uint32 GetMaxAAXP(void) const { return max_AAXP; }
inline uint32 GetAAXP() const { return m_pp.expAA; }
int16 CalcAAFocus(focusType type, const AA::Rank &rank, uint16 spell_id);
void SetAATitle(const char *Title);
void SetTitleSuffix(const char *txt);
void MemorizeSpell(uint32 slot, uint32 spellid, uint32 scribing);
int32 acmod();
// Item methods
@@ -1271,8 +1261,6 @@ protected:
void AdditiveWornBonuses(const ItemInst *inst, StatBonuses* newbon, bool isAug = false);
int CalcRecommendedLevelBonus(uint8 level, uint8 reclevel, int basestat);
void CalcEdibleBonuses(StatBonuses* newbon);
void CalcAABonuses(StatBonuses* newbon);
void ApplyAABonuses(uint32 aaid, uint32 slots, StatBonuses* newbon);
void ProcessItemCaps();
void MakeBuffFadePacket(uint16 spell_id, int slot_id, bool send_message = true);
bool client_data_loaded;
@@ -1280,6 +1268,8 @@ protected:
int16 GetFocusEffect(focusType type, uint16 spell_id);
uint16 GetSympatheticFocusEffect(focusType type, uint16 spell_id);
void FinishAlternateAdvancementPurchase(AA::Rank *rank, bool ignore_cost);
Mob* bind_sight_target;
glm::vec4 m_AutoAttackPosition;
@@ -1497,11 +1487,7 @@ private:
uint32 tribute_master_id;
FILE *SQL_log;
uint32 max_AAXP;
uint32 staminacount;
AA_Array* aa[MAX_PP_AA_ARRAY]; //this list contains pointers into our player profile
std::map<uint32,uint8> aa_points;
bool npcflag;
uint8 npclevel;
bool feigned;