Renamed and moved SkillUseTypes enumeration to EQEmu::skills::SkillType; eq_dictionary work

This commit is contained in:
Uleat
2016-05-25 18:50:26 -04:00
parent 615158e701
commit 71f128731f
86 changed files with 4987 additions and 3074 deletions
+10 -10
View File
@@ -205,8 +205,8 @@ public:
Bot(uint32 botID, uint32 botOwnerCharacterID, uint32 botSpellsID, double totalPlayTime, uint32 lastZoneId, NPCType npcTypeData);
//abstract virtual function implementations requird by base abstract class
virtual bool Death(Mob* killerMob, int32 damage, uint16 spell_id, SkillUseTypes attack_skill);
virtual void Damage(Mob* from, int32 damage, uint16 spell_id, SkillUseTypes attack_skill, bool avoidable = true, int8 buffslot = -1, bool iBuffTic = false, int special = 0);
virtual bool Death(Mob* killerMob, int32 damage, uint16 spell_id, EQEmu::skills::SkillType attack_skill);
virtual void Damage(Mob* from, int32 damage, uint16 spell_id, EQEmu::skills::SkillType attack_skill, bool avoidable = true, int8 buffslot = -1, bool iBuffTic = false, int special = 0);
virtual bool Attack(Mob* other, int Hand = EQEmu::legacy::SlotPrimary, bool FromRiposte = false, bool IsStrikethrough = false, bool IsFromSpell = false,
ExtraAttackOptions *opts = nullptr, int special = 0);
virtual bool HasRaid() { return (GetRaid() ? true : false); }
@@ -239,23 +239,23 @@ public:
uint16 BotGetSpellPriority(int spellslot) { return AIspells[spellslot].priority; }
virtual float GetProcChances(float ProcBonus, uint16 hand);
virtual int GetHandToHandDamage(void);
virtual bool TryFinishingBlow(Mob *defender, SkillUseTypes skillinuse);
virtual bool TryFinishingBlow(Mob *defender, EQEmu::skills::SkillType skillinuse);
virtual void DoRiposte(Mob* defender);
inline virtual int32 GetATK() const { return ATK + itembonuses.ATK + spellbonuses.ATK + ((GetSTR() + GetSkill(SkillOffense)) * 9 / 10); }
inline virtual int32 GetATK() const { return ATK + itembonuses.ATK + spellbonuses.ATK + ((GetSTR() + GetSkill(EQEmu::skills::SkillOffense)) * 9 / 10); }
inline virtual int32 GetATKBonus() const { return itembonuses.ATK + spellbonuses.ATK; }
uint32 GetTotalATK();
uint32 GetATKRating();
uint16 GetPrimarySkillValue();
uint16 MaxSkill(SkillUseTypes skillid, uint16 class_, uint16 level) const;
inline uint16 MaxSkill(SkillUseTypes skillid) const { return MaxSkill(skillid, GetClass(), GetLevel()); }
virtual void DoSpecialAttackDamage(Mob *who, SkillUseTypes skill, int32 max_damage, int32 min_damage = 1, int32 hate_override = -1, int ReuseTime = 10, bool HitChance=false);
uint16 MaxSkill(EQEmu::skills::SkillType skillid, uint16 class_, uint16 level) const;
inline uint16 MaxSkill(EQEmu::skills::SkillType skillid) const { return MaxSkill(skillid, GetClass(), GetLevel()); }
virtual void DoSpecialAttackDamage(Mob *who, EQEmu::skills::SkillType skill, int32 max_damage, int32 min_damage = 1, int32 hate_override = -1, int ReuseTime = 10, bool HitChance = false);
virtual void TryBackstab(Mob *other,int ReuseTime = 10);
virtual void RogueBackstab(Mob* other, bool min_damage = false, int ReuseTime = 10);
virtual void RogueAssassinate(Mob* other);
virtual void DoClassAttacks(Mob *target, bool IsRiposte=false);
virtual bool TryHeadShot(Mob* defender, SkillUseTypes skillInUse);
virtual void DoMeleeSkillAttackDmg(Mob* other, uint16 weapon_damage, SkillUseTypes skillinuse, int16 chance_mod=0, int16 focus=0, bool CanRiposte=false, int ReuseTime =0);
virtual void ApplySpecialAttackMod(SkillUseTypes skill, int32 &dmg, int32 &mindmg);
virtual bool TryHeadShot(Mob* defender, EQEmu::skills::SkillType skillInUse);
virtual void DoMeleeSkillAttackDmg(Mob* other, uint16 weapon_damage, EQEmu::skills::SkillType skillinuse, int16 chance_mod = 0, int16 focus = 0, bool CanRiposte = false, int ReuseTime = 0);
virtual void ApplySpecialAttackMod(EQEmu::skills::SkillType skill, int32 &dmg, int32 &mindmg);
bool CanDoSpecialAttack(Mob *other);
virtual int32 CheckAggroAmount(uint16 spellid);
virtual void CalcBonuses();