Change space indentation to tabs

This commit is contained in:
j883376
2013-05-09 10:44:08 -04:00
parent ffcff4aea1
commit 4bdd8b2502
393 changed files with 22463 additions and 23238 deletions
+117 -117
View File
@@ -156,16 +156,16 @@ struct Buffs_Struct {
uint16 spellid;
uint8 casterlevel;
uint16 casterid; // Maybe change this to a pointer sometime, but gotta make sure it's 0'd when it no longer points to anything
char caster_name[64];
int32 ticsremaining;
uint32 counters;
char caster_name[64];
int32 ticsremaining;
uint32 counters;
uint32 numhits; //the number of physical hits this buff can take before it fades away, lots of druid armor spells take advantage of this mixed with powerful effects
uint32 melee_rune;
uint32 magic_rune;
uint8 deathSaveSuccessChance;
uint8 deathsaveCasterAARank;
bool persistant_buff;
bool client; //True if the caster is a client
bool persistant_buff;
bool client; //True if the caster is a client
bool UpdateClient;
};
@@ -224,14 +224,14 @@ struct StatBonuses {
DmgShieldType DamageShieldType;
int SpellDamageShield;
int SpellShield;
int ReverseDamageShield; // this is damage done to the mob when it attacks
int ReverseDamageShield; // this is damage done to the mob when it attacks
uint16 ReverseDamageShieldSpellID;
DmgShieldType ReverseDamageShieldType;
int movementspeed;
int16 haste;
int16 hastetype2;
int16 hastetype3;
int16 inhibitmelee;
int16 inhibitmelee;
float AggroRange; // when calculate just replace original value with this
float AssistRange;
int16 skillmod[HIGHEST_SKILL+1];
@@ -245,65 +245,65 @@ struct StatBonuses {
int8 hatemod;
int32 EnduranceReduction;
int16 StrikeThrough; // PoP: Strike Through %
int16 MeleeMitigation; //i = Shielding
int16 CriticalHitChance[HIGHEST_SKILL+2]; //i
int16 CriticalSpellChance; //i
int16 SpellCritDmgIncrease; //i
int16 DotCritDmgIncrease; //i
int16 CriticalHealChance; //i
int16 CriticalHealOverTime; //i
int16 CriticalDoTChance; //i
int16 CrippBlowChance; //
int16 AvoidMeleeChance; //AvoidMeleeChance/10 == % chance i = Avoidance
int16 RiposteChance; //i
int16 DodgeChance; //i
int16 ParryChance; //i
int16 DualWieldChance; //i
int16 DoubleAttackChance; //i
int16 TripleAttackChance; //i
int16 ResistSpellChance; //i
int16 ResistFearChance; //i
bool Fearless; //i
bool IsFeared; //i
int16 StunResist; //i
int16 MeleeSkillCheck; //i
uint8 MeleeSkillCheckSkill;
int16 HitChance; //HitChance/15 == % increase i = Accuracy (Item: Accuracy)
int16 HitChanceEffect[HIGHEST_SKILL+2]; //Spell effect Chance to Hit, straight percent increase
int16 DamageModifier[HIGHEST_SKILL+2]; //i
int16 MinDamageModifier[HIGHEST_SKILL+2]; //i
int16 ProcChance; // ProcChance/10 == % increase i = CombatEffects
int16 ExtraAttackChance;
int16 StrikeThrough; // PoP: Strike Through %
int16 MeleeMitigation; //i = Shielding
int16 CriticalHitChance[HIGHEST_SKILL+2]; //i
int16 CriticalSpellChance; //i
int16 SpellCritDmgIncrease; //i
int16 DotCritDmgIncrease; //i
int16 CriticalHealChance; //i
int16 CriticalHealOverTime; //i
int16 CriticalDoTChance; //i
int16 CrippBlowChance; //
int16 AvoidMeleeChance; //AvoidMeleeChance/10 == % chance i = Avoidance
int16 RiposteChance; //i
int16 DodgeChance; //i
int16 ParryChance; //i
int16 DualWieldChance; //i
int16 DoubleAttackChance; //i
int16 TripleAttackChance; //i
int16 ResistSpellChance; //i
int16 ResistFearChance; //i
bool Fearless; //i
bool IsFeared; //i
int16 StunResist; //i
int16 MeleeSkillCheck; //i
uint8 MeleeSkillCheckSkill;
int16 HitChance; //HitChance/15 == % increase i = Accuracy (Item: Accuracy)
int16 HitChanceEffect[HIGHEST_SKILL+2]; //Spell effect Chance to Hit, straight percent increase
int16 DamageModifier[HIGHEST_SKILL+2]; //i
int16 MinDamageModifier[HIGHEST_SKILL+2]; //i
int16 ProcChance; // ProcChance/10 == % increase i = CombatEffects
int16 ExtraAttackChance;
int16 DoTShielding;
int16 DivineSaveChance[2]; // Second Chance (base1 = chance, base2 = spell on trigger)
int16 DivineSaveChance[2]; // Second Chance (base1 = chance, base2 = spell on trigger)
uint16 DeathSave[4]; // Death Pact [0](value = 1 partial 2 = full) [1]=slot [2]=LvLimit [3]=HealAmt
int16 FlurryChance;
int16 FlurryChance;
int16 Accuracy[HIGHEST_SKILL+2]; //Accuracy/15 == % increase [Spell Effect: Accuracy)
int16 HundredHands; //extra haste, stacks with all other haste i
int16 HundredHands; //extra haste, stacks with all other haste i
int8 MeleeLifetap; //i
int16 HealRate; // Spell effect that influences effectiveness of heals
int16 MaxHPChange; // Spell Effect
int16 SkillDmgTaken[HIGHEST_SKILL+2]; // All Skills + -1
int32 HealAmt; // Item Effect
int32 SpellDmg; // Item Effect
int32 Clairvoyance; // Item Effect
int16 DSMitigation; // Item Effect
int16 DSMitigationOffHand; // Lowers damage shield from off hand attacks.
uint32 SpellTriggers[MAX_SPELL_TRIGGER]; // Innate/Spell/Item Spells that trigger when you cast
uint32 SpellOnKill[MAX_SPELL_TRIGGER*3]; // Chance to proc after killing a mob
uint32 SpellOnDeath[MAX_SPELL_TRIGGER*2]; // Chance to have effect cast when you die
int16 CritDmgMob[HIGHEST_SKILL+2]; // All Skills + -1
int16 SkillReuseTime[HIGHEST_SKILL+1]; // Reduces skill timers
int16 SkillDamageAmount[HIGHEST_SKILL+2]; // All Skills + -1
int16 TwoHandBluntBlock; // chance to block when wielding two hand blunt weapon
uint16 ItemManaRegenCap; // Increases the amount of mana you have can over the cap(aa effect)
int16 GravityEffect; // Indictor of spell effect
int16 HealRate; // Spell effect that influences effectiveness of heals
int16 MaxHPChange; // Spell Effect
int16 SkillDmgTaken[HIGHEST_SKILL+2]; // All Skills + -1
int32 HealAmt; // Item Effect
int32 SpellDmg; // Item Effect
int32 Clairvoyance; // Item Effect
int16 DSMitigation; // Item Effect
int16 DSMitigationOffHand; // Lowers damage shield from off hand attacks.
uint32 SpellTriggers[MAX_SPELL_TRIGGER]; // Innate/Spell/Item Spells that trigger when you cast
uint32 SpellOnKill[MAX_SPELL_TRIGGER*3]; // Chance to proc after killing a mob
uint32 SpellOnDeath[MAX_SPELL_TRIGGER*2]; // Chance to have effect cast when you die
int16 CritDmgMob[HIGHEST_SKILL+2]; // All Skills + -1
int16 SkillReuseTime[HIGHEST_SKILL+1]; // Reduces skill timers
int16 SkillDamageAmount[HIGHEST_SKILL+2]; // All Skills + -1
int16 TwoHandBluntBlock; // chance to block when wielding two hand blunt weapon
uint16 ItemManaRegenCap; // Increases the amount of mana you have can over the cap(aa effect)
int16 GravityEffect; // Indictor of spell effect
bool AntiGate; // spell effect that prevents gating
bool MagicWeapon; // spell effect that makes weapon magical
int16 IncreaseBlockChance; // overall block chance modifier
uint16 PersistantCasting; // chance to continue casting through a stun
int XPRateMod; //i
int XPRateMod; //i
int HPPercCap; //Spell effect that limits you to being healed/regening beyond a % of your max
int ManaPercCap; // ^^
int EndPercCap; // ^^
@@ -311,19 +311,19 @@ struct StatBonuses {
//uint16 BlockSpellEffect[EFFECT_COUNT]; // Prevents spells with certain effects from landing on you *no longer used
bool ImmuneToFlee; // Bypass the fleeing flag
uint16 VoiceGraft; // Stores the ID of the mob with which to talk through
uint16 SpellProcChance; // chance to proc from sympathetic spell effects
uint16 SpellProcChance; // chance to proc from sympathetic spell effects
uint16 CharmBreakChance; // chance to break charm
int16 SongRange; // increases range of beneficial bard songs
uint16 HPToManaConvert; // Uses HP to cast spells at specific conversion
uint16 FocusEffects[HIGHEST_FOCUS+1]; // Stores the focus effectid for each focustype you have.
int16 SongRange; // increases range of beneficial bard songs
uint16 HPToManaConvert; // Uses HP to cast spells at specific conversion
uint16 FocusEffects[HIGHEST_FOCUS+1]; // Stores the focus effectid for each focustype you have.
bool NegateEffects; // Check if you contain a buff with negate effect. (only spellbonuses)
int16 SkillDamageAmount2[HIGHEST_SKILL+2]; // Adds skill specific damage
uint16 NegateAttacks[2]; // 0 = bool HasEffect 1 = Buff Slot
int16 SkillDamageAmount2[HIGHEST_SKILL+2]; // Adds skill specific damage
uint16 NegateAttacks[2]; // 0 = bool HasEffect 1 = Buff Slot
uint16 MitigateMeleeRune[2]; // 0 = Mitigation value 1 = Buff Slot
uint16 MitigateSpellRune[2]; // 0 = Mitigation value 1 = Buff Slot
uint16 ManaAbsorbPercentDamage[2]; // 0 = Mitigation value 1 = Buff Slot
int16 ShieldBlock; // Chance to Shield Block
int16 BlockBehind; // Chance to Block Behind (with our without shield)
int16 ShieldBlock; // Chance to Shield Block
int16 BlockBehind; // Chance to Block Behind (with our without shield)
//bool AbsorbMagicAtt; // Magic Rune *Need to be implemented for NegateEffect
//bool MeleeRune; // Melee Rune *Need to be implemented for NegateEffect
@@ -336,51 +336,51 @@ struct StatBonuses {
int16 DoubleSpecialAttack; // Chance to to perform a double special attack (ie flying kick 2x)
int16 SpecialAttackKBProc[2]; // Chance to to do a knockback from special attacks. (0 = chance 1 = Skill)
uint8 FrontalStunResist; // Chance to resist a frontal stun
int16 BindWound; // Increase amount of HP by percent.
int16 MaxBindWound; // Increase max amount of HP you can bind wound.
int16 ChannelChanceSpells; // Modify chance to channel a spell.
int16 ChannelChanceItems; // Modify chance to channel a items.
int16 BindWound; // Increase amount of HP by percent.
int16 MaxBindWound; // Increase max amount of HP you can bind wound.
int16 ChannelChanceSpells; // Modify chance to channel a spell.
int16 ChannelChanceItems; // Modify chance to channel a items.
uint8 SeeInvis; // See Invs.
uint8 TripleBackstab; // Chance to triple backstab
bool FrontalBackstabMinDmg; // Allow frontal backstabs for min damage
uint8 FrontalBackstabChance; // Chance to backstab from the front for full damage
uint8 FrontalBackstabChance; // Chance to backstab from the front for full damage
uint8 ConsumeProjectile; // Chance to not consume arrow.
uint8 ForageAdditionalItems; // Chance to forage another item.
uint8 SalvageChance; // Chance to salvage a tradeskill components on fail.
uint16 ArcheryDamageModifier; // Increase Archery Damage by percent
uint8 ForageAdditionalItems; // Chance to forage another item.
uint8 SalvageChance; // Chance to salvage a tradeskill components on fail.
uint16 ArcheryDamageModifier; // Increase Archery Damage by percent
bool SecondaryDmgInc; // Allow off hand weapon to recieve damage bonus.
uint16 GiveDoubleAttack; // Allow classes to double attack with a specified chance.
int16 SlayUndead[2]; // Allow classes to do extra damage verse undead.(base1 = rate, base2 = damage mod)
int16 PetCriticalHit; // Allow pets to critical hit with % value.
int16 PetCriticalHit; // Allow pets to critical hit with % value.
int16 PetAvoidance; // Pet avoidance chance.
int16 CombatStability; // Melee damage mitigation.
int16 GiveDoubleRiposte[3]; // 0=Regular Chance, 1=Skill Attack Chance, 2=Skill
int16 CombatStability; // Melee damage mitigation.
int16 GiveDoubleRiposte[3]; // 0=Regular Chance, 1=Skill Attack Chance, 2=Skill
uint16 RaiseSkillCap[2]; // Raise a specific skill cap (1 = value, 2=skill)
int16 Ambidexterity; // Increase chance to duel wield by adding bonus 'skill'.
int16 PetMaxHP; // Increase the max hp of your pet.
int16 PetFlurry; // Chance for pet to flurry.
int16 Ambidexterity; // Increase chance to duel wield by adding bonus 'skill'.
int16 PetMaxHP; // Increase the max hp of your pet.
int16 PetFlurry; // Chance for pet to flurry.
uint8 MasteryofPast; // Can not fizzle spells below this level specified in value.
bool GivePetGroupTarget; // All pets to recieve group buffs. (Pet Affinity)
int16 RootBreakChance; // Chance root will break;
int16 UnfailingDivinity; // Improves chance that DI will fire + increase partial heal.
int16 ItemHPRegenCap; // Increase item regen cap.
int16 SEResist[MAX_RESISTABLE_EFFECTS*2]; // Resist chance by specific spell effects.
int16 OffhandRiposteFail; // chance for opponent to fail riposte with offhand attack.
int16 UnfailingDivinity; // Improves chance that DI will fire + increase partial heal.
int16 ItemHPRegenCap; // Increase item regen cap.
int16 SEResist[MAX_RESISTABLE_EFFECTS*2]; // Resist chance by specific spell effects.
int16 OffhandRiposteFail; // chance for opponent to fail riposte with offhand attack.
int16 ItemATKCap; // Raise item attack cap
int32 FinishingBlow[2]; // Chance to do a finishing blow for specified damage amount.
int32 FinishingBlow[2]; // Chance to do a finishing blow for specified damage amount.
uint16 FinishingBlowLvl[2]; // Sets max level an NPC can be affected by FB. (base1 = lv, base2= ???)
};
typedef struct
{
uint16 spellID;
uint16 chance;
uint16 base_spellID;
uint16 spellID;
uint16 chance;
uint16 base_spellID;
} tProc;
struct Shielders_Struct {
uint32 shielder_id;
uint16 shielder_bonus;
uint32 shielder_id;
uint16 shielder_bonus;
};
//eventually turn this into a typedef and
@@ -444,44 +444,44 @@ class Mob;
class Trade
{
public:
Trade(Mob* in_owner);
virtual ~Trade();
Trade(Mob* in_owner);
virtual ~Trade();
void Reset();
void SetTradeCash(uint32 in_pp, uint32 in_gp, uint32 in_sp, uint32 in_cp);
void Reset();
void SetTradeCash(uint32 in_pp, uint32 in_gp, uint32 in_sp, uint32 in_cp);
// Initiate a trade with another mob
// Also puts other mob into trader mode with this mob
void Start(uint32 mob_id, bool initiate_with=true);
// Initiate a trade with another mob
// Also puts other mob into trader mode with this mob
void Start(uint32 mob_id, bool initiate_with=true);
// Mob the owner is trading with
Mob* With();
// Mob the owner is trading with
Mob* With();
// Add item from cursor slot to trade bucket (automatically does bag data too)
void AddEntity(uint16 from_slot_id, uint16 trade_slot_id);
// Add item from cursor slot to trade bucket (automatically does bag data too)
void AddEntity(uint16 from_slot_id, uint16 trade_slot_id);
// Audit trade
void LogTrade();
// Audit trade
void LogTrade();
// Debug only method
#if (EQDEBUG >= 9)
void DumpTrade();
#endif
// Debug only method
#if (EQDEBUG >= 9)
void DumpTrade();
#endif
public:
// Object state
TradeState state;
int32 pp;
int32 gp;
int32 sp;
int32 cp;
// Object state
TradeState state;
int32 pp;
int32 gp;
int32 sp;
int32 cp;
private:
// Send item data for trade item to other person involved in trade
void SendItemData(const ItemInst* inst, int16 dest_slot_id);
// Send item data for trade item to other person involved in trade
void SendItemData(const ItemInst* inst, int16 dest_slot_id);
uint32 with_id;
Mob* owner;
uint32 with_id;
Mob* owner;
};
#endif