Fixed bad formatting of client.h and merc.h caused by my last commit.

This commit is contained in:
Trevius 2014-11-18 17:32:59 -06:00
parent d7e05de556
commit 8f32a9949b
2 changed files with 764 additions and 798 deletions

File diff suppressed because it is too large Load Diff

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@ -4,17 +4,17 @@
#include "zonedb.h" #include "zonedb.h"
#include "npc.h" #include "npc.h"
#define MAXMERCS 1 #define MAXMERCS 1
#define MERC_DEBUG 0 #define MERC_DEBUG 0
#define TANK 1 #define TANK 1
#define HEALER 2 #define HEALER 2
#define MELEEDPS 9 #define MELEEDPS 9
#define CASTERDPS 12 #define CASTERDPS 12
#define NO_MERC_ID 0 #define NO_MERC_ID 0
#define MERC_STATE_NORMAL 5 #define MERC_STATE_NORMAL 5
#define MERC_STATE_SUSPENDED 1 #define MERC_STATE_SUSPENDED 1
#define NOT_SUSPENDED_TIME 0 #define NOT_SUSPENDED_TIME 0
const int MercAISpellRange = 100; // TODO: Write a method that calcs what the merc's spell range is based on spell, equipment, AA, whatever and replace this const int MercAISpellRange = 100; // TODO: Write a method that calcs what the merc's spell range is based on spell, equipment, AA, whatever and replace this
@ -31,19 +31,19 @@ enum MercStanceType {
}; };
struct MercSpell { struct MercSpell {
uint16 spellid; // <= 0 = no spell uint16 spellid; // <= 0 = no spell
uint32 type; // 0 = never, must be one (and only one) of the defined values uint32 type; // 0 = never, must be one (and only one) of the defined values
int16 stance; // 0 = all, + = only this stance, - = all except this stance int16 stance; // 0 = all, + = only this stance, - = all except this stance
int16 slot; int16 slot;
uint16 proc_chance; uint16 proc_chance;
uint32 time_cancast; // when we can cast this spell next uint32 time_cancast; // when we can cast this spell next
}; };
struct MercTimer { struct MercTimer {
uint16 timerid; // EndurTimerIndex uint16 timerid; // EndurTimerIndex
uint8 timertype; // 1 = spell, 2 = disc uint8 timertype; // 1 = spell, 2 = disc
uint16 spellid; // <= 0 = no spell uint16 spellid; // <= 0 = no spell
uint32 time_cancast; // when we can cast this spell next uint32 time_cancast; // when we can cast this spell next
}; };
class Merc : public NPC { class Merc : public NPC {
@ -170,16 +170,16 @@ public:
inline const uint8 GetClientVersion() const { return _OwnerClientVersion; } inline const uint8 GetClientVersion() const { return _OwnerClientVersion; }
virtual void SetTarget(Mob* mob); virtual void SetTarget(Mob* mob);
bool HasSkill(SkillUseTypes skill_id) const; bool HasSkill(SkillUseTypes skill_id) const;
bool CanHaveSkill(SkillUseTypes skill_id) const; bool CanHaveSkill(SkillUseTypes skill_id) const;
uint16 MaxSkill(SkillUseTypes skillid, uint16 class_, uint16 level) const; uint16 MaxSkill(SkillUseTypes skillid, uint16 class_, uint16 level) const;
inline uint16 MaxSkill(SkillUseTypes skillid) const { return MaxSkill(skillid, GetClass(), GetLevel()); } inline uint16 MaxSkill(SkillUseTypes skillid) const { return MaxSkill(skillid, GetClass(), GetLevel()); }
virtual void DoClassAttacks(Mob *target); virtual void DoClassAttacks(Mob *target);
void CheckHateList(); void CheckHateList();
bool CheckTaunt(); bool CheckTaunt();
bool CheckAETaunt(); bool CheckAETaunt();
bool CheckConfidence(); bool CheckConfidence();
bool TryHide(); bool TryHide();
// stat functions // stat functions
virtual void CalcBonuses(); virtual void CalcBonuses();
@ -189,56 +189,56 @@ public:
inline virtual int32 GetATKBonus() const { return itembonuses.ATK + spellbonuses.ATK; } inline virtual int32 GetATKBonus() const { return itembonuses.ATK + spellbonuses.ATK; }
int32 GetRawACNoShield(int &shield_ac) const; int32 GetRawACNoShield(int &shield_ac) const;
inline virtual int32 GetSTR() const { return STR; } inline virtual int32 GetSTR() const { return STR; }
inline virtual int32 GetSTA() const { return STA; } inline virtual int32 GetSTA() const { return STA; }
inline virtual int32 GetDEX() const { return DEX; } inline virtual int32 GetDEX() const { return DEX; }
inline virtual int32 GetAGI() const { return AGI; } inline virtual int32 GetAGI() const { return AGI; }
inline virtual int32 GetINT() const { return INT; } inline virtual int32 GetINT() const { return INT; }
inline virtual int32 GetWIS() const { return WIS; } inline virtual int32 GetWIS() const { return WIS; }
inline virtual int32 GetCHA() const { return CHA; } inline virtual int32 GetCHA() const { return CHA; }
inline virtual int32 GetMR() const { return MR; } inline virtual int32 GetMR() const { return MR; }
inline virtual int32 GetFR() const { return FR; } inline virtual int32 GetFR() const { return FR; }
inline virtual int32 GetDR() const { return DR; } inline virtual int32 GetDR() const { return DR; }
inline virtual int32 GetPR() const { return PR; } inline virtual int32 GetPR() const { return PR; }
inline virtual int32 GetCR() const { return CR; } inline virtual int32 GetCR() const { return CR; }
inline virtual int32 GetCorrup() const { return Corrup; } inline virtual int32 GetCorrup() const { return Corrup; }
inline virtual int32 GetHeroicSTR() const { return itembonuses.HeroicSTR; } inline virtual int32 GetHeroicSTR() const { return itembonuses.HeroicSTR; }
inline virtual int32 GetHeroicSTA() const { return itembonuses.HeroicSTA; } inline virtual int32 GetHeroicSTA() const { return itembonuses.HeroicSTA; }
inline virtual int32 GetHeroicDEX() const { return itembonuses.HeroicDEX; } inline virtual int32 GetHeroicDEX() const { return itembonuses.HeroicDEX; }
inline virtual int32 GetHeroicAGI() const { return itembonuses.HeroicAGI; } inline virtual int32 GetHeroicAGI() const { return itembonuses.HeroicAGI; }
inline virtual int32 GetHeroicINT() const { return itembonuses.HeroicINT; } inline virtual int32 GetHeroicINT() const { return itembonuses.HeroicINT; }
inline virtual int32 GetHeroicWIS() const { return itembonuses.HeroicWIS; } inline virtual int32 GetHeroicWIS() const { return itembonuses.HeroicWIS; }
inline virtual int32 GetHeroicCHA() const { return itembonuses.HeroicCHA; } inline virtual int32 GetHeroicCHA() const { return itembonuses.HeroicCHA; }
inline virtual int32 GetHeroicMR() const { return itembonuses.HeroicMR; } inline virtual int32 GetHeroicMR() const { return itembonuses.HeroicMR; }
inline virtual int32 GetHeroicFR() const { return itembonuses.HeroicFR; } inline virtual int32 GetHeroicFR() const { return itembonuses.HeroicFR; }
inline virtual int32 GetHeroicDR() const { return itembonuses.HeroicDR; } inline virtual int32 GetHeroicDR() const { return itembonuses.HeroicDR; }
inline virtual int32 GetHeroicPR() const { return itembonuses.HeroicPR; } inline virtual int32 GetHeroicPR() const { return itembonuses.HeroicPR; }
inline virtual int32 GetHeroicCR() const { return itembonuses.HeroicCR; } inline virtual int32 GetHeroicCR() const { return itembonuses.HeroicCR; }
inline virtual int32 GetHeroicCorrup() const { return itembonuses.HeroicCorrup; } inline virtual int32 GetHeroicCorrup() const { return itembonuses.HeroicCorrup; }
// Mod2 // Mod2
inline virtual int32 GetShielding() const { return itembonuses.MeleeMitigation; } inline virtual int32 GetShielding() const { return itembonuses.MeleeMitigation; }
inline virtual int32 GetSpellShield() const { return itembonuses.SpellShield; } inline virtual int32 GetSpellShield() const { return itembonuses.SpellShield; }
inline virtual int32 GetDoTShield() const { return itembonuses.DoTShielding; } inline virtual int32 GetDoTShield() const { return itembonuses.DoTShielding; }
inline virtual int32 GetStunResist() const { return itembonuses.StunResist; } inline virtual int32 GetStunResist() const { return itembonuses.StunResist; }
inline virtual int32 GetStrikeThrough() const { return itembonuses.StrikeThrough; } inline virtual int32 GetStrikeThrough() const { return itembonuses.StrikeThrough; }
inline virtual int32 GetAvoidance() const { return itembonuses.AvoidMeleeChance; } inline virtual int32 GetAvoidance() const { return itembonuses.AvoidMeleeChance; }
inline virtual int32 GetAccuracy() const { return itembonuses.HitChance; } inline virtual int32 GetAccuracy() const { return itembonuses.HitChance; }
inline virtual int32 GetCombatEffects() const { return itembonuses.ProcChance; } inline virtual int32 GetCombatEffects() const { return itembonuses.ProcChance; }
inline virtual int32 GetDS() const { return itembonuses.DamageShield; } inline virtual int32 GetDS() const { return itembonuses.DamageShield; }
// Mod3 // Mod3
inline virtual int32 GetHealAmt() const { return itembonuses.HealAmt; } inline virtual int32 GetHealAmt() const { return itembonuses.HealAmt; }
inline virtual int32 GetSpellDmg() const { return itembonuses.SpellDmg; } inline virtual int32 GetSpellDmg() const { return itembonuses.SpellDmg; }
inline virtual int32 GetClair() const { return itembonuses.Clairvoyance; } inline virtual int32 GetClair() const { return itembonuses.Clairvoyance; }
inline virtual int32 GetDSMit() const { return itembonuses.DSMitigation; } inline virtual int32 GetDSMit() const { return itembonuses.DSMitigation; }
inline virtual int32 GetSingMod() const { return itembonuses.singingMod; } inline virtual int32 GetSingMod() const { return itembonuses.singingMod; }
inline virtual int32 GetBrassMod() const { return itembonuses.brassMod; } inline virtual int32 GetBrassMod() const { return itembonuses.brassMod; }
inline virtual int32 GetPercMod() const { return itembonuses.percussionMod; } inline virtual int32 GetPercMod() const { return itembonuses.percussionMod; }
inline virtual int32 GetStringMod() const { return itembonuses.stringedMod; } inline virtual int32 GetStringMod() const { return itembonuses.stringedMod; }
inline virtual int32 GetWindMod() const { return itembonuses.windMod; } inline virtual int32 GetWindMod() const { return itembonuses.windMod; }
inline virtual int32 GetDelayDeath() const { return aabonuses.DelayDeath + spellbonuses.DelayDeath + itembonuses.DelayDeath + 11; } inline virtual int32 GetDelayDeath() const { return aabonuses.DelayDeath + spellbonuses.DelayDeath + itembonuses.DelayDeath + 11; }
// "SET" Class Methods // "SET" Class Methods
void SetMercData (uint32 templateID ); void SetMercData (uint32 templateID );
@ -279,53 +279,53 @@ protected:
std::map<uint32,MercTimer> timers; std::map<uint32,MercTimer> timers;
uint16 skills[HIGHEST_SKILL+1]; uint16 skills[HIGHEST_SKILL+1];
uint32 equipment[EmuConstants::EQUIPMENT_SIZE]; //this is an array of item IDs uint32 equipment[EmuConstants::EQUIPMENT_SIZE]; //this is an array of item IDs
uint16 d_meele_texture1; //this is an item Material value uint16 d_meele_texture1; //this is an item Material value
uint16 d_meele_texture2; //this is an item Material value (offhand) uint16 d_meele_texture2; //this is an item Material value (offhand)
uint8 prim_melee_type; //Sets the Primary Weapon attack message and animation uint8 prim_melee_type; //Sets the Primary Weapon attack message and animation
uint8 sec_melee_type; //Sets the Secondary Weapon attack message and animation uint8 sec_melee_type; //Sets the Secondary Weapon attack message and animation
private: private:
int32 CalcAC(); int32 CalcAC();
int32 GetACMit(); int32 GetACMit();
int32 GetACAvoid(); int32 GetACAvoid();
int32 acmod(); int32 acmod();
int32 CalcATK(); int32 CalcATK();
//int CalcHaste(); //int CalcHaste();
int32 CalcSTR(); int32 CalcSTR();
int32 CalcSTA(); int32 CalcSTA();
int32 CalcDEX(); int32 CalcDEX();
int32 CalcAGI(); int32 CalcAGI();
int32 CalcINT(); int32 CalcINT();
int32 CalcWIS(); int32 CalcWIS();
int32 CalcCHA(); int32 CalcCHA();
int32 CalcMR(); int32 CalcMR();
int32 CalcFR(); int32 CalcFR();
int32 CalcDR(); int32 CalcDR();
int32 CalcPR(); int32 CalcPR();
int32 CalcCR(); int32 CalcCR();
int32 CalcCorrup(); int32 CalcCorrup();
int32 CalcMaxHP(); int32 CalcMaxHP();
int32 CalcBaseHP(); int32 CalcBaseHP();
int32 GetClassHPFactor(); int32 GetClassHPFactor();
int32 CalcHPRegen(); int32 CalcHPRegen();
int32 CalcHPRegenCap(); int32 CalcHPRegenCap();
int32 CalcMaxMana(); int32 CalcMaxMana();
int32 CalcBaseMana(); int32 CalcBaseMana();
int32 CalcManaRegen(); int32 CalcManaRegen();
int32 CalcBaseManaRegen(); int32 CalcBaseManaRegen();
int32 CalcManaRegenCap(); int32 CalcManaRegenCap();
void CalcMaxEndurance(); //This calculates the maximum endurance we can have void CalcMaxEndurance(); //This calculates the maximum endurance we can have
int32 CalcBaseEndurance(); //Calculates Base End int32 CalcBaseEndurance(); //Calculates Base End
int32 GetMaxEndurance() const {return max_end;} //This gets our endurance from the last CalcMaxEndurance() call int32 GetMaxEndurance() const {return max_end;} //This gets our endurance from the last CalcMaxEndurance() call
int32 CalcEnduranceRegen(); //Calculates endurance regen used in DoEnduranceRegen() int32 CalcEnduranceRegen(); //Calculates endurance regen used in DoEnduranceRegen()
int32 CalcEnduranceRegenCap(); int32 CalcEnduranceRegenCap();
void SetEndurance(int32 newEnd); //This sets the current endurance to the new value void SetEndurance(int32 newEnd); //This sets the current endurance to the new value
void DoEnduranceUpkeep(); //does the endurance upkeep void DoEnduranceUpkeep(); //does the endurance upkeep
void CalcRestState(); void CalcRestState();
int GroupLeadershipAAHealthEnhancement(); int GroupLeadershipAAHealthEnhancement();
int GroupLeadershipAAManaEnhancement(); int GroupLeadershipAAManaEnhancement();
@ -351,8 +351,8 @@ private:
uint32 _baseWIS; uint32 _baseWIS;
uint32 _baseCHA; uint32 _baseCHA;
uint32 _baseATK; uint32 _baseATK;
uint32 _baseRace; // Necessary to preserve the race otherwise mercs get their race updated in the db when they get an illusion. uint32 _baseRace; // Necessary to preserve the race otherwise mercs get their race updated in the db when they get an illusion.
uint8 _baseGender; // Merc gender. Necessary to preserve the original value otherwise it can be changed by illusions. uint8 _baseGender; // Merc gender. Necessary to preserve the original value otherwise it can be changed by illusions.
uint32 _baseMR; uint32 _baseMR;
uint32 _baseCR; uint32 _baseCR;
uint32 _baseDR; uint32 _baseDR;