Implemented an enumerator list for numhits type variables.

Implemented type 4 outgoing spell damage numhits type.
This commit is contained in:
KayenEQ 2014-06-24 22:04:13 -04:00
parent a4fe14a3d3
commit 6ef11777e3
7 changed files with 51 additions and 31 deletions

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@ -1350,7 +1350,7 @@ bool Client::Attack(Mob* other, int Hand, bool bRiposte, bool IsStrikethrough, b
MeleeLifeTap(damage);
if (damage > 0)
CheckNumHitsRemaining(5);
CheckNumHitsRemaining(NUMHIT_OutgoingHitSuccess);
//break invis when you attack
if(invisible) {
@ -1965,7 +1965,7 @@ bool NPC::Attack(Mob* other, int Hand, bool bRiposte, bool IsStrikethrough, bool
MeleeLifeTap(damage);
if (damage > 0)
CheckNumHitsRemaining(5);
CheckNumHitsRemaining(NUMHIT_OutgoingHitSuccess);
//break invis when you attack
if(invisible) {
@ -3421,7 +3421,7 @@ int32 Mob::ReduceAllDamage(int32 damage)
TryTriggerOnValueAmount(false, true);
}
CheckNumHitsRemaining(8);
CheckNumHitsRemaining(NUMHIT_IncomingDamage);
return(damage);
}
@ -3527,10 +3527,10 @@ void Mob::CommonDamage(Mob* attacker, int32 &damage, const uint16 spell_id, cons
}
if (spell_id == SPELL_UNKNOWN && skill_used) {
CheckNumHitsRemaining(1); //Incoming Hit Attempts
CheckNumHitsRemaining(NUMHIT_IncomingHitAttempts);
if (attacker)
attacker->CheckNumHitsRemaining(2); //Outgoing Hit Attempts
attacker->CheckNumHitsRemaining(NUMHIT_OutgoingHitAttempts);
}
if(attacker){
@ -3604,7 +3604,7 @@ void Mob::CommonDamage(Mob* attacker, int32 &damage, const uint16 spell_id, cons
}
if (skill_used)
CheckNumHitsRemaining(6); //Incomming Hit Success on Defender
CheckNumHitsRemaining(NUMHIT_IncomingHitSuccess);
ReduceAllDamage(damage);
@ -4021,7 +4021,7 @@ void Mob::TryDefensiveProc(const ItemInst* weapon, Mob *on, uint16 hand, int dam
int chance = ProcChance * (DefensiveProcs[i].chance);
if ((MakeRandomInt(0, 100) < chance)) {
ExecWeaponProc(nullptr, DefensiveProcs[i].spellID, on);
CheckNumHitsRemaining(10,0,DefensiveProcs[i].base_spellID);
CheckNumHitsRemaining(NUMHIT_DefensiveSpellProcs,0,DefensiveProcs[i].base_spellID);
}
}
}
@ -4208,7 +4208,7 @@ void Mob::TrySpellProc(const ItemInst *inst, const Item_Struct *weapon, Mob *on,
"Spell proc %d procing spell %d (%.2f percent chance)",
i, SpellProcs[i].spellID, chance);
ExecWeaponProc(nullptr, SpellProcs[i].spellID, on);
CheckNumHitsRemaining(11, 0, SpellProcs[i].base_spellID);
CheckNumHitsRemaining(NUMHIT_OffensiveSpellProcs, 0, SpellProcs[i].base_spellID);
} else {
mlog(COMBAT__PROCS,
"Spell proc %d failed to proc %d (%.2f percent chance)",
@ -4224,7 +4224,7 @@ void Mob::TrySpellProc(const ItemInst *inst, const Item_Struct *weapon, Mob *on,
"Ranged proc %d procing spell %d (%.2f percent chance)",
i, RangedProcs[i].spellID, chance);
ExecWeaponProc(nullptr, RangedProcs[i].spellID, on);
CheckNumHitsRemaining(11, 0, RangedProcs[i].base_spellID);
CheckNumHitsRemaining(NUMHIT_OffensiveSpellProcs, 0, RangedProcs[i].base_spellID);
} else {
mlog(COMBAT__PROCS,
"Ranged proc %d failed to proc %d (%.2f percent chance)",
@ -4594,7 +4594,7 @@ void Mob::TrySkillProc(Mob *on, uint16 skill, float chance)
int ProcChance = chance * (float)SkillProcs[i].chance;
if ((MakeRandomInt(0, 100) < ProcChance)) {
ExecWeaponProc(nullptr, SkillProcs[i].spellID, on);
CheckNumHitsRemaining(11,0, SkillProcs[i].base_spellID);
CheckNumHitsRemaining(NUMHIT_OffensiveSpellProcs,0, SkillProcs[i].base_spellID);
}
}
}

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@ -3389,7 +3389,7 @@ void Bot::DoMeleeSkillAttackDmg(Mob* other, uint16 weapon_damage, SkillUseTypes
return;
if (damage > 0)
CheckNumHitsRemaining(5);
CheckNumHitsRemaining(NUMHIT_OutgoingHitSuccess);
if((skillinuse == SkillDragonPunch) && GetAA(aaDragonPunch) && MakeRandomInt(0, 99) < 25){
SpellFinished(904, other, 10, 0, -1, spells[904].ResistDiff);
@ -6632,7 +6632,7 @@ bool Bot::Attack(Mob* other, int Hand, bool FromRiposte, bool IsStrikethrough, b
MeleeLifeTap(damage);
if (damage > 0)
CheckNumHitsRemaining(5);
CheckNumHitsRemaining(NUMHIT_OutgoingHitSuccess);
//break invis when you attack
if(invisible) {
@ -8092,7 +8092,7 @@ void Bot::DoSpecialAttackDamage(Mob *who, SkillUseTypes skill, int32 max_damage,
if (HasDied()) return;
if (max_damage > 0)
CheckNumHitsRemaining(5);
CheckNumHitsRemaining(NUMHIT_OutgoingHitSuccess);
//[AA Dragon Punch] value[0] = 100 for 25%, chance value[1] = skill
if(aabonuses.SpecialAttackKBProc[0] && aabonuses.SpecialAttackKBProc[1] == skill){

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@ -150,6 +150,20 @@ enum TradeState {
TradeCompleting
};
enum { //Numhits type
NUMHIT_IncomingHitAttempts = 1, //Attempted incoming melee attacks (hit or miss) on YOU.
NUMHIT_OutgoingHitAttempts = 2, //Attempted outgoing melee attacks (hit or miss) on YOUR TARGET.
NUMHIT_IncomingSpells = 3, //Incoming detrimental spells
NUMHIT_OutgoingSpells = 4, //Outgoing deterimental spells
NUMHIT_OutgoingHitSuccess = 5, //Successful outgoing melee attack HIT on YOUR TARGET.
NUMHIT_IncomingHitSuccess = 6, //Successful incoming melee attack HIT on YOU.
NUMHIT_MatchingSpells = 7, //Any casted spell matching/triggering a focus effect.
NUMHIT_IncomingDamage = 8, //Successful incoming spell or melee dmg attack on YOU
NUMHIT_ReflectSpell = 9, //Incoming Reflected spells.
NUMHIT_DefensiveSpellProcs = 10, //Defensive buff procs
NUMHIT_OffensiveSpellProcs = 11 //Offensive buff procs
};
//this is our internal representation of the BUFF struct, can put whatever we want in it
struct Buffs_Struct {
uint16 spellid;

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@ -3155,7 +3155,7 @@ void Mob::TriggerOnCast(uint32 focus_spell, uint32 spell_id, bool aa_trigger)
if(IsValidSpell(trigger_spell_id) && GetTarget()){
SpellFinished(trigger_spell_id, GetTarget(),10, 0, -1, spells[trigger_spell_id].ResistDiff);
CheckNumHitsRemaining(7,0, focus_spell);
CheckNumHitsRemaining(NUMHIT_MatchingSpells,0, focus_spell);
}
}
}
@ -3408,7 +3408,7 @@ int32 Mob::GetVulnerability(Mob* caster, uint32 spell_id, uint32 ticsremaining)
value += tmp_focus;
if (tmp_buffslot >= 0)
CheckNumHitsRemaining(7, tmp_buffslot);
CheckNumHitsRemaining(NUMHIT_MatchingSpells, tmp_buffslot);
}
return value;
}
@ -3509,7 +3509,7 @@ void Mob::TrySympatheticProc(Mob *target, uint32 spell_id)
SpellFinished(focus_trigger, target, 10, 0, -1, spells[focus_trigger].ResistDiff);
}
CheckNumHitsRemaining(7, 0, focus_spell);
CheckNumHitsRemaining(NUMHIT_MatchingSpells, 0, focus_spell);
}
}

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@ -156,7 +156,7 @@ void Mob::DoSpecialAttackDamage(Mob *who, SkillUseTypes skill, int32 max_damage,
if (HasDied()) return;
if (max_damage > 0)
CheckNumHitsRemaining(5);
CheckNumHitsRemaining(NUMHIT_OutgoingHitSuccess);
//[AA Dragon Punch] value[0] = 100 for 25%, chance value[1] = skill
if(aabonuses.SpecialAttackKBProc[0] && aabonuses.SpecialAttackKBProc[1] == skill){
@ -951,7 +951,7 @@ void Mob::DoArcheryAttackDmg(Mob* other, const ItemInst* RangeWeapon, const Item
TryCriticalHit(other, SkillArchery, TotalDmg);
other->AddToHateList(this, hate, 0, false);
CheckNumHitsRemaining(5);
CheckNumHitsRemaining(NUMHIT_OutgoingHitSuccess);
}
}
else
@ -1056,7 +1056,7 @@ void NPC::RangedAttack(Mob* other)
TryCriticalHit(GetTarget(), SkillArchery, TotalDmg);
GetTarget()->AddToHateList(this, hate, 0, false);
GetTarget()->Damage(this, TotalDmg, SPELL_UNKNOWN, SkillArchery);
CheckNumHitsRemaining(5);
CheckNumHitsRemaining(NUMHIT_OutgoingHitSuccess);
}
else
{
@ -1281,7 +1281,7 @@ void Mob::DoThrowingAttackDmg(Mob* other, const ItemInst* RangeWeapon, const Ite
TryCriticalHit(other, SkillThrowing, TotalDmg);
int32 hate = (2*WDmg);
other->AddToHateList(this, hate, 0, false);
CheckNumHitsRemaining(5);
CheckNumHitsRemaining(NUMHIT_OutgoingHitSuccess);
}
}
@ -2196,7 +2196,7 @@ void Mob::DoMeleeSkillAttackDmg(Mob* other, uint16 weapon_damage, SkillUseTypes
if (HasDied())
return;
CheckNumHitsRemaining(5);
CheckNumHitsRemaining(NUMHIT_OutgoingHitSuccess);
if(aabonuses.SpecialAttackKBProc[0] && aabonuses.SpecialAttackKBProc[1] == skillinuse){
int kb_chance = 25;

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@ -5275,7 +5275,7 @@ void Mob::CheckNumHitsRemaining(uint8 type, uint32 buff_slot, uint16 spell_id)
1: [Incoming Hit Attempts] (323=SE_DefensiveProc, 172=SE_AvoidMeleeChance, 1=SE_ArmorClass, 40=SE_DivineAura)
2: [Outgoing Hit Attempts] (185=SE_DamageModifer, 184=SE_HitChance)
3: [Incoming Spells] (180=SE_ResistSpellChance, 296=SE_FcSpellVulnerability) //Note: Determinetal spells only unless proven otherwise
4: NONE
4: [Outgoing Spells]
5: [Outgoing Hit Successes] (220=SE_SkillDamageAmount, 178=SE_MeleeLifetap, 121=SE_ReverseDS, ?373=SE_CastOnWearoff)
6: [Incoming Hit Successes] (59=SE_DamageShield, 197=SE_SkillDamageTaken, 162=define SE_MitigateMeleeDamage)
7: [Matching Spells] *When focus is triggered (focus effects)
@ -5591,7 +5591,7 @@ int32 Mob::GetFcDamageAmtIncoming(Mob *caster, uint32 spell_id, bool use_skill,
}
if ((!limit_exists) || (limit_exists && skill_found)){
dmg += temp_dmg;
CheckNumHitsRemaining(7,i);
CheckNumHitsRemaining(NUMHIT_MatchingSpells,i);
}
}
@ -5599,7 +5599,7 @@ int32 Mob::GetFcDamageAmtIncoming(Mob *caster, uint32 spell_id, bool use_skill,
int32 focus = caster->CalcFocusEffect(focusFcDamageAmtIncoming, buffs[i].spellid, spell_id);
if(focus){
dmg += focus;
CheckNumHitsRemaining(7,i);
CheckNumHitsRemaining(NUMHIT_MatchingSpells,i);
}
}
}
@ -5653,7 +5653,7 @@ int32 Mob::GetFocusIncoming(focusType type, int effect, Mob *caster, uint32 spel
value = tmp_focus;
if (tmp_buffslot >= 0)
CheckNumHitsRemaining(7, tmp_buffslot);
CheckNumHitsRemaining(NUMHIT_MatchingSpells, tmp_buffslot);
}
}

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@ -1250,7 +1250,7 @@ void Mob::CastedSpellFinished(uint16 spell_id, uint32 target_id, uint16 slot,
}
if(IsClient()) {
CheckNumHitsRemaining(7);
CheckNumHitsRemaining(NUMHIT_MatchingSpells);
TrySympatheticProc(target, spell_id);
}
@ -3401,7 +3401,7 @@ bool Mob::SpellOnTarget(uint16 spell_id, Mob* spelltar, bool reflect, bool use_r
if(IsEffectInSpell(buffs[b].spellid, SE_BlockNextSpellFocus)) {
focus = CalcFocusEffect(focusBlockNextSpell, buffs[b].spellid, spell_id);
if(focus) {
CheckNumHitsRemaining(7,b);
CheckNumHitsRemaining(NUMHIT_MatchingSpells,b);
Message_StringID(MT_SpellFailure, SPELL_WOULDNT_HOLD);
safe_delete(action_packet);
return false;
@ -3450,7 +3450,7 @@ bool Mob::SpellOnTarget(uint16 spell_id, Mob* spelltar, bool reflect, bool use_r
}
if(reflect_chance) {
Message_StringID(MT_Spells, SPELL_REFLECT, GetCleanName(), spelltar->GetCleanName());
CheckNumHitsRemaining(9);
CheckNumHitsRemaining(NUMHIT_ReflectSpell);
SpellOnTarget(spell_id, this, true, use_resist_adjust, resist_adjust);
safe_delete(action_packet);
return false;
@ -3501,7 +3501,8 @@ bool Mob::SpellOnTarget(uint16 spell_id, Mob* spelltar, bool reflect, bool use_r
}
}
spelltar->CheckNumHitsRemaining(3);
spelltar->CheckNumHitsRemaining(NUMHIT_IncomingSpells);
CheckNumHitsRemaining(NUMHIT_OutgoingSpells);
safe_delete(action_packet);
return false;
@ -3654,8 +3655,13 @@ bool Mob::SpellOnTarget(uint16 spell_id, Mob* spelltar, bool reflect, bool use_r
}
if (spelltar && IsDetrimentalSpell(spell_id))
spelltar->CheckNumHitsRemaining(3); //Incoming spells
if (IsDetrimentalSpell(spell_id)) {
CheckNumHitsRemaining(NUMHIT_OutgoingSpells);
if (spelltar)
spelltar->CheckNumHitsRemaining(NUMHIT_IncomingSpells);
}
// send the action packet again now that the spell is successful
// NOTE: this is what causes the buff icon to appear on the client, if