Rename namespace EQEmu to namespace EQ (so we don't have two similar but different namespaces anymore)

This commit is contained in:
KimLS
2020-05-17 18:36:06 -07:00
parent 06104b624a
commit 2fbd5aaccc
198 changed files with 6111 additions and 6111 deletions
+94 -94
View File
@@ -50,7 +50,7 @@ Merc::Merc(const NPCType* d, float x, float y, float z, float heading)
_baseFR = d->FR;
_basePR = d->PR;
_baseCorrup = d->Corrup;
_OwnerClientVersion = static_cast<unsigned int>(EQEmu::versions::ClientVersion::Titanium);
_OwnerClientVersion = static_cast<unsigned int>(EQ::versions::ClientVersion::Titanium);
RestRegenHP = 0;
RestRegenMana = 0;
RestRegenEndurance = 0;
@@ -66,15 +66,15 @@ Merc::Merc(const NPCType* d, float x, float y, float z, float heading)
memset(equipment, 0, sizeof(equipment));
SetMercID(0);
SetStance(EQEmu::constants::stanceBalanced);
SetStance(EQ::constants::stanceBalanced);
rest_timer.Disable();
if (GetClass() == ROGUE)
evade_timer.Start();
int r;
for (r = 0; r <= EQEmu::skills::HIGHEST_SKILL; r++) {
skills[r] = database.GetSkillCap(GetClass(), (EQEmu::skills::SkillType)r, GetLevel());
for (r = 0; r <= EQ::skills::HIGHEST_SKILL; r++) {
skills[r] = database.GetSkillCap(GetClass(), (EQ::skills::SkillType)r, GetLevel());
}
size = d->size;
@@ -217,12 +217,12 @@ void Merc::CalcItemBonuses(StatBonuses* newbon) {
unsigned int i;
//should not include 21 (SLOT_AMMO)
for (i = EQEmu::invslot::BONUS_BEGIN; i <= EQEmu::invslot::BONUS_STAT_END; i++) {
if (i == EQEmu::invslot::slotAmmo)
for (i = EQ::invslot::BONUS_BEGIN; i <= EQ::invslot::BONUS_STAT_END; i++) {
if (i == EQ::invslot::slotAmmo)
continue;
if (equipment[i] == 0)
continue;
const EQEmu::ItemData * itm = database.GetItem(equipment[i]);
const EQ::ItemData * itm = database.GetItem(equipment[i]);
if (itm)
AddItemBonuses(itm, newbon);
}
@@ -240,7 +240,7 @@ void Merc::CalcItemBonuses(StatBonuses* newbon) {
SetAttackTimer();
}
void Merc::AddItemBonuses(const EQEmu::ItemData *item, StatBonuses* newbon) {
void Merc::AddItemBonuses(const EQ::ItemData *item, StatBonuses* newbon) {
if(GetLevel() < item->ReqLevel)
{
@@ -453,11 +453,11 @@ void Merc::AddItemBonuses(const EQEmu::ItemData *item, StatBonuses* newbon) {
else
newbon->DSMitigation += item->DSMitigation;
}
if (item->Worn.Effect>0 && (item->Worn.Type == EQEmu::item::ItemEffectWorn)) { // latent effects
if (item->Worn.Effect>0 && (item->Worn.Type == EQ::item::ItemEffectWorn)) { // latent effects
ApplySpellsBonuses(item->Worn.Effect, item->Worn.Level, newbon, 0, item->Worn.Type);
}
if (item->Focus.Effect>0 && (item->Focus.Type == EQEmu::item::ItemEffectFocus)) { // focus effects
if (item->Focus.Effect>0 && (item->Focus.Type == EQ::item::ItemEffectFocus)) { // focus effects
ApplySpellsBonuses(item->Focus.Effect, item->Focus.Level, newbon, 0);
}
@@ -509,7 +509,7 @@ void Merc::AddItemBonuses(const EQEmu::ItemData *item, StatBonuses* newbon) {
}
}
if (item->SkillModValue != 0 && item->SkillModType <= EQEmu::skills::HIGHEST_SKILL){
if (item->SkillModValue != 0 && item->SkillModType <= EQ::skills::HIGHEST_SKILL){
if ((item->SkillModValue > 0 && newbon->skillmod[item->SkillModType] < item->SkillModValue) ||
(item->SkillModValue < 0 && newbon->skillmod[item->SkillModType] > item->SkillModValue))
{
@@ -563,7 +563,7 @@ void Merc::AddItemBonuses(const EQEmu::ItemData *item, StatBonuses* newbon) {
}
}
if (item->ExtraDmgSkill != 0 && item->ExtraDmgSkill <= EQEmu::skills::HIGHEST_SKILL) {
if (item->ExtraDmgSkill != 0 && item->ExtraDmgSkill <= EQ::skills::HIGHEST_SKILL) {
if((newbon->SkillDamageAmount[item->ExtraDmgSkill] + item->ExtraDmgAmt) > RuleI(Character, ItemExtraDmgCap))
newbon->SkillDamageAmount[item->ExtraDmgSkill] = RuleI(Character, ItemExtraDmgCap);
else
@@ -928,8 +928,8 @@ int32 Merc::CalcBaseManaRegen()
int32 regen = 0;
if (IsSitting())
{
if (HasSkill(EQEmu::skills::SkillMeditate))
regen = (((GetSkill(EQEmu::skills::SkillMeditate) / 10) + (clevel - (clevel / 4))) / 4) + 4;
if (HasSkill(EQ::skills::SkillMeditate))
regen = (((GetSkill(EQ::skills::SkillMeditate) / 10) + (clevel - (clevel / 4))) / 4) + 4;
else
regen = 2;
}
@@ -945,9 +945,9 @@ int32 Merc::CalcManaRegen()
if (IsSitting())
{
BuffFadeBySitModifier();
if (HasSkill(EQEmu::skills::SkillMeditate)) {
if (HasSkill(EQ::skills::SkillMeditate)) {
this->_medding = true;
regen = ((GetSkill(EQEmu::skills::SkillMeditate) / 10) + mana_regen);
regen = ((GetSkill(EQ::skills::SkillMeditate) / 10) + mana_regen);
regen += spellbonuses.ManaRegen + itembonuses.ManaRegen;
}
else
@@ -1015,7 +1015,7 @@ int32 Merc::CalcBaseEndurance()
int32 sta_end = 0;
int Stats = 0;
if (GetClientVersion() >= static_cast<unsigned int>(EQEmu::versions::ClientVersion::SoD) && RuleB(Character, SoDClientUseSoDHPManaEnd)) {
if (GetClientVersion() >= static_cast<unsigned int>(EQ::versions::ClientVersion::SoD) && RuleB(Character, SoDClientUseSoDHPManaEnd)) {
int HeroicStats = 0;
Stats = ((GetSTR() + GetSTA() + GetDEX() + GetAGI()) / 4);
@@ -1175,16 +1175,16 @@ void Merc::CalcRestState() {
RestRegenEndurance = 6 * (GetMaxEndurance() / zone->newzone_data.FastRegenEndurance);
}
bool Merc::HasSkill(EQEmu::skills::SkillType skill_id) const {
bool Merc::HasSkill(EQ::skills::SkillType skill_id) const {
return((GetSkill(skill_id) > 0) && CanHaveSkill(skill_id));
}
bool Merc::CanHaveSkill(EQEmu::skills::SkillType skill_id) const {
bool Merc::CanHaveSkill(EQ::skills::SkillType skill_id) const {
return(database.GetSkillCap(GetClass(), skill_id, RuleI(Character, MaxLevel)) > 0);
//if you don't have it by max level, then odds are you never will?
}
uint16 Merc::MaxSkill(EQEmu::skills::SkillType skillid, uint16 class_, uint16 level) const {
uint16 Merc::MaxSkill(EQ::skills::SkillType skillid, uint16 class_, uint16 level) const {
return(database.GetSkillCap(class_, skillid, level));
}
@@ -1207,7 +1207,7 @@ void Merc::FillSpawnStruct(NewSpawn_Struct* ns, Mob* ForWho) {
ns->spawn.show_name = true;
UpdateActiveLight();
ns->spawn.light = m_Light.Type[EQEmu::lightsource::LightActive];
ns->spawn.light = m_Light.Type[EQ::lightsource::LightActive];
/*
// Wear Slots are not setup for Mercs yet
@@ -1518,12 +1518,12 @@ void Merc::AI_Process() {
// Hate redux actions
if (evade_timer.Check(false)) {
// Attempt to evade
int timer_duration = (HideReuseTime - GetSkillReuseTime(EQEmu::skills::SkillHide)) * 1000;
int timer_duration = (HideReuseTime - GetSkillReuseTime(EQ::skills::SkillHide)) * 1000;
if (timer_duration < 0)
timer_duration = 0;
evade_timer.Start(timer_duration);
if (zone->random.Int(0, 260) < (int)GetSkill(EQEmu::skills::SkillHide))
if (zone->random.Int(0, 260) < (int)GetSkill(EQ::skills::SkillHide))
RogueEvade(GetTarget());
return;
@@ -1590,24 +1590,24 @@ void Merc::AI_Process() {
//try main hand first
if(attack_timer.Check())
{
Attack(GetTarget(), EQEmu::invslot::slotPrimary);
Attack(GetTarget(), EQ::invslot::slotPrimary);
bool tripleSuccess = false;
if(GetOwner() && GetTarget() && CanThisClassDoubleAttack())
{
if(GetOwner()) {
Attack(GetTarget(), EQEmu::invslot::slotPrimary, true);
Attack(GetTarget(), EQ::invslot::slotPrimary, true);
}
if(GetOwner() && GetTarget() && GetSpecialAbility(SPECATK_TRIPLE)) {
tripleSuccess = true;
Attack(GetTarget(), EQEmu::invslot::slotPrimary, true);
Attack(GetTarget(), EQ::invslot::slotPrimary, true);
}
//quad attack, does this belong here??
if(GetOwner() && GetTarget() && GetSpecialAbility(SPECATK_QUAD)) {
Attack(GetTarget(), EQEmu::invslot::slotPrimary, true);
Attack(GetTarget(), EQ::invslot::slotPrimary, true);
}
}
@@ -1619,8 +1619,8 @@ void Merc::AI_Process() {
if(zone->random.Roll(flurrychance))
{
MessageString(Chat::NPCFlurry, YOU_FLURRY);
Attack(GetTarget(), EQEmu::invslot::slotPrimary, false);
Attack(GetTarget(), EQEmu::invslot::slotPrimary, false);
Attack(GetTarget(), EQ::invslot::slotPrimary, false);
Attack(GetTarget(), EQ::invslot::slotPrimary, false);
}
}
@@ -1629,7 +1629,7 @@ void Merc::AI_Process() {
if (GetTarget() && ExtraAttackChanceBonus) {
if(zone->random.Roll(ExtraAttackChanceBonus))
{
Attack(GetTarget(), EQEmu::invslot::slotPrimary, false);
Attack(GetTarget(), EQ::invslot::slotPrimary, false);
}
}
}
@@ -1653,23 +1653,23 @@ void Merc::AI_Process() {
bool bIsFist = true;
// why are we checking 'weapontype' when we know it's set to '0' above?
if (bIsFist || ((weapontype != EQEmu::item::ItemType2HSlash) && (weapontype != EQEmu::item::ItemType2HPiercing) && (weapontype != EQEmu::item::ItemType2HBlunt)))
if (bIsFist || ((weapontype != EQ::item::ItemType2HSlash) && (weapontype != EQ::item::ItemType2HPiercing) && (weapontype != EQ::item::ItemType2HBlunt)))
{
float DualWieldProbability = 0.0f;
int16 Ambidexterity = aabonuses.Ambidexterity + spellbonuses.Ambidexterity + itembonuses.Ambidexterity;
DualWieldProbability = (GetSkill(EQEmu::skills::SkillDualWield) + GetLevel() + Ambidexterity) / 400.0f; // 78.0 max
DualWieldProbability = (GetSkill(EQ::skills::SkillDualWield) + GetLevel() + Ambidexterity) / 400.0f; // 78.0 max
int16 DWBonus = spellbonuses.DualWieldChance + itembonuses.DualWieldChance;
DualWieldProbability += DualWieldProbability*float(DWBonus)/ 100.0f;
// Max 78% of DW
if (zone->random.Roll(DualWieldProbability))
{
Attack(GetTarget(), EQEmu::invslot::slotSecondary); // Single attack with offhand
Attack(GetTarget(), EQ::invslot::slotSecondary); // Single attack with offhand
if(CanThisClassDoubleAttack()) {
if(GetTarget() && GetTarget()->GetHP() > -10)
Attack(GetTarget(), EQEmu::invslot::slotSecondary); // Single attack with offhand
Attack(GetTarget(), EQ::invslot::slotSecondary); // Single attack with offhand
}
}
}
@@ -1993,7 +1993,7 @@ bool Merc::AIDoSpellCast(uint16 spellid, Mob* tar, int32 mana_cost, uint32* oDon
SentPositionPacket(0.0f, 0.0f, 0.0f, 0.0f, 0);
SetMoving(false);
result = CastSpell(spellid, tar->GetID(), EQEmu::spells::CastingSlot::Gem2, -1, mana_cost, oDontDoAgainBefore, -1, -1, 0, 0);
result = CastSpell(spellid, tar->GetID(), EQ::spells::CastingSlot::Gem2, -1, mana_cost, oDontDoAgainBefore, -1, -1, 0, 0);
if(IsCasting() && IsSitting())
Stand();
@@ -2348,7 +2348,7 @@ bool Merc::AICastSpell(int8 iChance, uint32 iSpellTypes) {
continue;
}
if (spells[selectedMercSpell.spellid].skill == EQEmu::skills::SkillBackstab && spells[selectedMercSpell.spellid].targettype == ST_Self) {
if (spells[selectedMercSpell.spellid].skill == EQ::skills::SkillBackstab && spells[selectedMercSpell.spellid].targettype == ST_Self) {
if(!hidden) {
continue;
}
@@ -2577,15 +2577,15 @@ int16 Merc::GetFocusEffect(focusType type, uint16 spell_id) {
//Check if item focus effect exists for the client.
if (itembonuses.FocusEffects[type]){
const EQEmu::ItemData* TempItem = nullptr;
const EQEmu::ItemData* UsedItem = nullptr;
const EQ::ItemData* TempItem = nullptr;
const EQ::ItemData* UsedItem = nullptr;
uint16 UsedFocusID = 0;
int16 Total = 0;
int16 focus_max = 0;
int16 focus_max_real = 0;
//item focus
for (int x = EQEmu::invslot::EQUIPMENT_BEGIN; x <= EQEmu::invslot::EQUIPMENT_END; ++x)
for (int x = EQ::invslot::EQUIPMENT_BEGIN; x <= EQ::invslot::EQUIPMENT_END; ++x)
{
TempItem = nullptr;
if (equipment[x] == 0)
@@ -3669,13 +3669,13 @@ MercSpell Merc::GetBestMercSpellForAENuke(Merc* caster, Mob* tar) {
switch(caster->GetStance())
{
case EQEmu::constants::stanceBurnAE:
case EQ::constants::stanceBurnAE:
initialCastChance = 50;
break;
case EQEmu::constants::stanceBalanced:
case EQ::constants::stanceBalanced:
initialCastChance = 25;
break;
case EQEmu::constants::stanceBurn:
case EQ::constants::stanceBurn:
initialCastChance = 0;
break;
}
@@ -3717,11 +3717,11 @@ MercSpell Merc::GetBestMercSpellForTargetedAENuke(Merc* caster, Mob* tar) {
switch(caster->GetStance())
{
case EQEmu::constants::stanceBurnAE:
case EQ::constants::stanceBurnAE:
numTargetsCheck = 1;
break;
case EQEmu::constants::stanceBalanced:
case EQEmu::constants::stanceBurn:
case EQ::constants::stanceBalanced:
case EQ::constants::stanceBurn:
numTargetsCheck = 2;
break;
}
@@ -3769,11 +3769,11 @@ MercSpell Merc::GetBestMercSpellForPBAENuke(Merc* caster, Mob* tar) {
switch(caster->GetStance())
{
case EQEmu::constants::stanceBurnAE:
case EQ::constants::stanceBurnAE:
numTargetsCheck = 2;
break;
case EQEmu::constants::stanceBalanced:
case EQEmu::constants::stanceBurn:
case EQ::constants::stanceBalanced:
case EQ::constants::stanceBurn:
numTargetsCheck = 3;
break;
}
@@ -3820,11 +3820,11 @@ MercSpell Merc::GetBestMercSpellForAERainNuke(Merc* caster, Mob* tar) {
switch(caster->GetStance())
{
case EQEmu::constants::stanceBurnAE:
case EQ::constants::stanceBurnAE:
numTargetsCheck = 1;
break;
case EQEmu::constants::stanceBalanced:
case EQEmu::constants::stanceBurn:
case EQ::constants::stanceBalanced:
case EQ::constants::stanceBurn:
numTargetsCheck = 2;
break;
}
@@ -4045,7 +4045,7 @@ bool Merc::UseDiscipline(int32 spell_id, int32 target) {
if(IsCasting())
InterruptSpell();
CastSpell(spell_id, target, EQEmu::spells::CastingSlot::Discipline);
CastSpell(spell_id, target, EQ::spells::CastingSlot::Discipline);
return(true);
}
@@ -4461,25 +4461,25 @@ void Merc::DoClassAttacks(Mob *target) {
if(zone->random.Int(0, 100) > 25) //tested on live, warrior mobs both kick and bash, kick about 75% of the time, casting doesn't seem to make a difference.
{
DoAnim(animKick, 0, false);
int32 dmg = GetBaseSkillDamage(EQEmu::skills::SkillKick);
int32 dmg = GetBaseSkillDamage(EQ::skills::SkillKick);
if (GetWeaponDamage(target, (const EQEmu::ItemData*)nullptr) <= 0)
if (GetWeaponDamage(target, (const EQ::ItemData*)nullptr) <= 0)
dmg = DMG_INVULNERABLE;
reuse = KickReuseTime * 1000;
DoSpecialAttackDamage(target, EQEmu::skills::SkillKick, dmg, 1, -1, reuse);
DoSpecialAttackDamage(target, EQ::skills::SkillKick, dmg, 1, -1, reuse);
did_attack = true;
}
else
{
DoAnim(animTailRake, 0, false);
int32 dmg = GetBaseSkillDamage(EQEmu::skills::SkillBash);
int32 dmg = GetBaseSkillDamage(EQ::skills::SkillBash);
if (GetWeaponDamage(target, (const EQEmu::ItemData*)nullptr) <= 0)
if (GetWeaponDamage(target, (const EQ::ItemData*)nullptr) <= 0)
dmg = DMG_INVULNERABLE;
reuse = BashReuseTime * 1000;
DoSpecialAttackDamage(target, EQEmu::skills::SkillBash, dmg, 1, -1, reuse);
DoSpecialAttackDamage(target, EQ::skills::SkillBash, dmg, 1, -1, reuse);
did_attack = true;
}
}
@@ -4501,7 +4501,7 @@ bool Merc::Attack(Mob* other, int Hand, bool bRiposte, bool IsStrikethrough, boo
return NPC::Attack(other, Hand, bRiposte, IsStrikethrough, IsFromSpell, opts);
}
void Merc::Damage(Mob* other, int32 damage, uint16 spell_id, EQEmu::skills::SkillType attack_skill, bool avoidable, int8 buffslot, bool iBuffTic, eSpecialAttacks special)
void Merc::Damage(Mob* other, int32 damage, uint16 spell_id, EQ::skills::SkillType attack_skill, bool avoidable, int8 buffslot, bool iBuffTic, eSpecialAttacks special)
{
if(IsDead() || IsCorpse())
return;
@@ -4542,7 +4542,7 @@ Mob* Merc::GetOwnerOrSelf() {
return Result;
}
bool Merc::Death(Mob* killerMob, int32 damage, uint16 spell, EQEmu::skills::SkillType attack_skill)
bool Merc::Death(Mob* killerMob, int32 damage, uint16 spell, EQ::skills::SkillType attack_skill)
{
if(!NPC::Death(killerMob, damage, spell, attack_skill))
{
@@ -5062,12 +5062,12 @@ void Merc::ScaleStats(int scalepercent, bool setmax) {
void Merc::UpdateMercAppearance() {
// Copied from Bot Code:
uint32 itemID = 0;
uint8 materialFromSlot = EQEmu::textures::materialInvalid;
for (int i = EQEmu::invslot::EQUIPMENT_BEGIN; i <= EQEmu::invslot::EQUIPMENT_END; ++i) {
uint8 materialFromSlot = EQ::textures::materialInvalid;
for (int i = EQ::invslot::EQUIPMENT_BEGIN; i <= EQ::invslot::EQUIPMENT_END; ++i) {
itemID = equipment[i];
if(itemID != 0) {
materialFromSlot = EQEmu::InventoryProfile::CalcMaterialFromSlot(i);
if (materialFromSlot != EQEmu::textures::materialInvalid)
materialFromSlot = EQ::InventoryProfile::CalcMaterialFromSlot(i);
if (materialFromSlot != EQ::textures::materialInvalid)
this->SendWearChange(materialFromSlot);
}
}
@@ -5078,18 +5078,18 @@ void Merc::UpdateMercAppearance() {
void Merc::UpdateEquipmentLight()
{
m_Light.Type[EQEmu::lightsource::LightEquipment] = 0;
m_Light.Level[EQEmu::lightsource::LightEquipment] = 0;
m_Light.Type[EQ::lightsource::LightEquipment] = 0;
m_Light.Level[EQ::lightsource::LightEquipment] = 0;
for (int index = EQEmu::invslot::EQUIPMENT_BEGIN; index <= EQEmu::invslot::EQUIPMENT_END; ++index) {
if (index == EQEmu::invslot::slotAmmo) { continue; }
for (int index = EQ::invslot::EQUIPMENT_BEGIN; index <= EQ::invslot::EQUIPMENT_END; ++index) {
if (index == EQ::invslot::slotAmmo) { continue; }
auto item = database.GetItem(equipment[index]);
if (item == nullptr) { continue; }
if (EQEmu::lightsource::IsLevelGreater(item->Light, m_Light.Type[EQEmu::lightsource::LightEquipment])) {
m_Light.Type[EQEmu::lightsource::LightEquipment] = item->Light;
m_Light.Level[EQEmu::lightsource::LightEquipment] = EQEmu::lightsource::TypeToLevel(m_Light.Type[EQEmu::lightsource::LightEquipment]);
if (EQ::lightsource::IsLevelGreater(item->Light, m_Light.Type[EQ::lightsource::LightEquipment])) {
m_Light.Type[EQ::lightsource::LightEquipment] = item->Light;
m_Light.Level[EQ::lightsource::LightEquipment] = EQ::lightsource::TypeToLevel(m_Light.Type[EQ::lightsource::LightEquipment]);
}
}
@@ -5101,14 +5101,14 @@ void Merc::UpdateEquipmentLight()
if (!item->IsClassCommon()) { continue; }
if (item->Light < 9 || item->Light > 13) { continue; }
if (EQEmu::lightsource::TypeToLevel(item->Light))
if (EQ::lightsource::TypeToLevel(item->Light))
general_light_type = item->Light;
}
if (EQEmu::lightsource::IsLevelGreater(general_light_type, m_Light.Type[EQEmu::lightsource::LightEquipment]))
m_Light.Type[EQEmu::lightsource::LightEquipment] = general_light_type;
if (EQ::lightsource::IsLevelGreater(general_light_type, m_Light.Type[EQ::lightsource::LightEquipment]))
m_Light.Type[EQ::lightsource::LightEquipment] = general_light_type;
m_Light.Level[EQEmu::lightsource::LightEquipment] = EQEmu::lightsource::TypeToLevel(m_Light.Type[EQEmu::lightsource::LightEquipment]);
m_Light.Level[EQ::lightsource::LightEquipment] = EQ::lightsource::TypeToLevel(m_Light.Type[EQ::lightsource::LightEquipment]);
}
void Merc::AddItem(uint8 slot, uint32 item_id) {
@@ -5164,109 +5164,109 @@ void Client::SendMercResponsePackets(uint32 ResponseType)
SendMercMerchantResponsePacket(6);
break;
case 7: //You must dismiss your suspended mercenary before purchasing a new one!
if (ClientVersion() < EQEmu::versions::ClientVersion::RoF)
if (ClientVersion() < EQ::versions::ClientVersion::RoF)
SendMercMerchantResponsePacket(7);
else
//You have the maximum number of mercenaries. You must dismiss one before purchasing a new one!
SendMercMerchantResponsePacket(6);
break;
case 8: //You can not purchase a mercenary because your group is full!
if (ClientVersion() < EQEmu::versions::ClientVersion::RoF)
if (ClientVersion() < EQ::versions::ClientVersion::RoF)
SendMercMerchantResponsePacket(8);
else
SendMercMerchantResponsePacket(7);
break;
case 9: //You can not purchase a mercenary because you are in combat!
if (ClientVersion() < EQEmu::versions::ClientVersion::RoF)
if (ClientVersion() < EQ::versions::ClientVersion::RoF)
//Mercenary failed to spawn!
SendMercMerchantResponsePacket(3);
else
SendMercMerchantResponsePacket(8);
break;
case 10: //You have recently dismissed a mercenary and must wait a few more seconds before you can purchase a new one!
if (ClientVersion() < EQEmu::versions::ClientVersion::RoF)
if (ClientVersion() < EQ::versions::ClientVersion::RoF)
//Mercenary failed to spawn!
SendMercMerchantResponsePacket(3);
else
SendMercMerchantResponsePacket(9);
break;
case 11: //An error occurred created your mercenary!
if (ClientVersion() < EQEmu::versions::ClientVersion::RoF)
if (ClientVersion() < EQ::versions::ClientVersion::RoF)
SendMercMerchantResponsePacket(9);
else
SendMercMerchantResponsePacket(10);
break;
case 12: //Upkeep Charge Message
if (ClientVersion() < EQEmu::versions::ClientVersion::RoF)
if (ClientVersion() < EQ::versions::ClientVersion::RoF)
SendMercMerchantResponsePacket(10);
else
SendMercMerchantResponsePacket(11);
break;
case 13: // ???
if (ClientVersion() < EQEmu::versions::ClientVersion::RoF)
if (ClientVersion() < EQ::versions::ClientVersion::RoF)
SendMercMerchantResponsePacket(11);
else
SendMercMerchantResponsePacket(12);
break;
case 14: //You ran out of funds to pay for your mercenary!
if (ClientVersion() < EQEmu::versions::ClientVersion::RoF)
if (ClientVersion() < EQ::versions::ClientVersion::RoF)
SendMercMerchantResponsePacket(12);
else
SendMercMerchantResponsePacket(13);
break;
case 15: // ???
if (ClientVersion() < EQEmu::versions::ClientVersion::RoF)
if (ClientVersion() < EQ::versions::ClientVersion::RoF)
SendMercMerchantResponsePacket(13);
else
SendMercMerchantResponsePacket(14);
break;
case 16: //Your mercenary is about to be suspended due to insufficient funds!
if (ClientVersion() < EQEmu::versions::ClientVersion::RoF)
if (ClientVersion() < EQ::versions::ClientVersion::RoF)
SendMercMerchantResponsePacket(14);
else
SendMercMerchantResponsePacket(15);
break;
case 17: //There is no mercenary liaison nearby!
if (ClientVersion() < EQEmu::versions::ClientVersion::RoF)
if (ClientVersion() < EQ::versions::ClientVersion::RoF)
SendMercMerchantResponsePacket(15);
else
SendMercMerchantResponsePacket(16);
break;
case 18: //You are too far from the liaison!
if (ClientVersion() < EQEmu::versions::ClientVersion::RoF)
if (ClientVersion() < EQ::versions::ClientVersion::RoF)
SendMercMerchantResponsePacket(16);
else
SendMercMerchantResponsePacket(17);
break;
case 19: //You do not meet the requirements for that mercenary!
if (ClientVersion() < EQEmu::versions::ClientVersion::RoF)
if (ClientVersion() < EQ::versions::ClientVersion::RoF)
SendMercMerchantResponsePacket(17);
else
SendMercMerchantResponsePacket(18);
break;
case 20: //You are unable to interact with the liaison!
if (ClientVersion() < EQEmu::versions::ClientVersion::RoF)
if (ClientVersion() < EQ::versions::ClientVersion::RoF)
//You are too far from the liaison!
SendMercMerchantResponsePacket(16);
else
SendMercMerchantResponsePacket(19);
break;
case 21: //You do not have a high enough membership level to purchase this mercenary!
if (ClientVersion() < EQEmu::versions::ClientVersion::RoF)
if (ClientVersion() < EQ::versions::ClientVersion::RoF)
//You do not meet the requirements for that mercenary!
SendMercMerchantResponsePacket(17);
else
SendMercMerchantResponsePacket(20);
break;
case 22: //Your purchase has failed because this mercenary requires a Gold membership!
if (ClientVersion() < EQEmu::versions::ClientVersion::RoF)
if (ClientVersion() < EQ::versions::ClientVersion::RoF)
//You do not meet the requirements for that mercenary!
SendMercMerchantResponsePacket(17);
else
SendMercMerchantResponsePacket(21);
break;
case 23: //Your purchase has failed because this mercenary requires at least a Silver membership!
if (ClientVersion() < EQEmu::versions::ClientVersion::RoF)
if (ClientVersion() < EQ::versions::ClientVersion::RoF)
//You do not meet the requirements for that mercenary!
SendMercMerchantResponsePacket(17);
else
@@ -5649,7 +5649,7 @@ void Client::SpawnMerc(Merc* merc, bool setMaxStats) {
merc->SetSuspended(false);
SetMerc(merc);
merc->Unsuspend(setMaxStats);
merc->SetStance((EQEmu::constants::StanceType)GetMercInfo().Stance);
merc->SetStance((EQ::constants::StanceType)GetMercInfo().Stance);
Log(Logs::General, Logs::Mercenaries, "SpawnMerc Success for %s.", GetName());
@@ -6106,7 +6106,7 @@ void Client::UpdateMercLevel() {
void Client::SendMercMerchantResponsePacket(int32 response_type) {
// This response packet brings up the Mercenary Manager window
if (ClientVersion() >= EQEmu::versions::ClientVersion::SoD)
if (ClientVersion() >= EQ::versions::ClientVersion::SoD)
{
auto outapp = new EQApplicationPacket(OP_MercenaryHire, sizeof(MercenaryMerchantResponse_Struct));
MercenaryMerchantResponse_Struct* mmr = (MercenaryMerchantResponse_Struct*)outapp->pBuffer;