Rework combat to make use of a struct to fix some bugs

This commit is contained in:
Michael Cook (mackal)
2017-01-28 19:38:44 -05:00
parent e300f82c28
commit 37e87e8cef
12 changed files with 893 additions and 1085 deletions
+21 -2
View File
@@ -35,6 +35,13 @@
#define CON_YELLOW 15
#define CON_RED 13
#define DMG_BLOCKED -1
#define DMG_PARRIED -2
#define DMG_RIPOSTED -3
#define DMG_DODGED -4
#define DMG_INVULNERABLE -5
#define DMG_RUNE -6
//Spell specialization parameters, not sure of a better place for them
#define SPECIALIZE_FIZZLE 11 //% fizzle chance reduce at 200 specialized
#define SPECIALIZE_MANA_REDUCE 12 //% mana cost reduction at 200 specialized
@@ -464,9 +471,9 @@ struct StatBonuses {
int8 CriticalMend; // chance critical monk mend
int32 ImprovedReclaimEnergy; // Modifies amount of mana returned from reclaim energy
uint32 HeadShot[2]; // Headshot AA (Massive dmg vs humaniod w/ archery) 0= ? 1= Dmg
uint8 HSLevel; // Max Level Headshot will be effective at.
uint8 HSLevel[2]; // Max Level Headshot will be effective at. and chance mod
uint32 Assassinate[2]; // Assassinate AA (Massive dmg vs humaniod w/ assassinate) 0= ? 1= Dmg
uint8 AssassinateLevel; // Max Level Assassinate will be effective at.
uint8 AssassinateLevel[2]; // Max Level Assassinate will be effective at.
int32 PetMeleeMitigation; // Add AC to owner's pet.
bool IllusionPersistence; // Causes illusions not to fade.
uint16 extra_xtargets; // extra xtarget entries
@@ -644,5 +651,17 @@ struct DamageTable {
int32 minusfactor; // difficulty of rolling
};
struct DamageHitInfo {
//uint16 attacker; // id
//uint16 defender; // id
int base_damage;
int min_damage;
int damage_done;
int offense;
int tohit;
int hand;
EQEmu::skills::SkillType skill;
};
#endif