mirror of
https://github.com/EQEmu/Server.git
synced 2025-12-12 01:11:29 +00:00
Fixed bad formatting of client.h and merc.h caused by my last commit.
This commit is contained in:
parent
d7e05de556
commit
8f32a9949b
1328
zone/client.h
1328
zone/client.h
File diff suppressed because it is too large
Load Diff
234
zone/merc.h
234
zone/merc.h
@ -4,17 +4,17 @@
|
||||
#include "zonedb.h"
|
||||
#include "npc.h"
|
||||
|
||||
#define MAXMERCS 1
|
||||
#define MERC_DEBUG 0
|
||||
#define TANK 1
|
||||
#define HEALER 2
|
||||
#define MELEEDPS 9
|
||||
#define CASTERDPS 12
|
||||
#define MAXMERCS 1
|
||||
#define MERC_DEBUG 0
|
||||
#define TANK 1
|
||||
#define HEALER 2
|
||||
#define MELEEDPS 9
|
||||
#define CASTERDPS 12
|
||||
|
||||
#define NO_MERC_ID 0
|
||||
#define MERC_STATE_NORMAL 5
|
||||
#define NO_MERC_ID 0
|
||||
#define MERC_STATE_NORMAL 5
|
||||
#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
|
||||
|
||||
@ -31,19 +31,19 @@ enum MercStanceType {
|
||||
};
|
||||
|
||||
struct MercSpell {
|
||||
uint16 spellid; // <= 0 = no spell
|
||||
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 slot;
|
||||
uint16 proc_chance;
|
||||
uint32 time_cancast; // when we can cast this spell next
|
||||
uint16 spellid; // <= 0 = no spell
|
||||
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 slot;
|
||||
uint16 proc_chance;
|
||||
uint32 time_cancast; // when we can cast this spell next
|
||||
};
|
||||
|
||||
struct MercTimer {
|
||||
uint16 timerid; // EndurTimerIndex
|
||||
uint8 timertype; // 1 = spell, 2 = disc
|
||||
uint16 spellid; // <= 0 = no spell
|
||||
uint32 time_cancast; // when we can cast this spell next
|
||||
uint16 timerid; // EndurTimerIndex
|
||||
uint8 timertype; // 1 = spell, 2 = disc
|
||||
uint16 spellid; // <= 0 = no spell
|
||||
uint32 time_cancast; // when we can cast this spell next
|
||||
};
|
||||
|
||||
class Merc : public NPC {
|
||||
@ -170,16 +170,16 @@ public:
|
||||
inline const uint8 GetClientVersion() const { return _OwnerClientVersion; }
|
||||
|
||||
virtual void SetTarget(Mob* mob);
|
||||
bool HasSkill(SkillUseTypes skill_id) const;
|
||||
bool CanHaveSkill(SkillUseTypes skill_id) const;
|
||||
uint16 MaxSkill(SkillUseTypes skillid, uint16 class_, uint16 level) const;
|
||||
inline uint16 MaxSkill(SkillUseTypes skillid) const { return MaxSkill(skillid, GetClass(), GetLevel()); }
|
||||
bool HasSkill(SkillUseTypes skill_id) const;
|
||||
bool CanHaveSkill(SkillUseTypes skill_id) const;
|
||||
uint16 MaxSkill(SkillUseTypes skillid, uint16 class_, uint16 level) const;
|
||||
inline uint16 MaxSkill(SkillUseTypes skillid) const { return MaxSkill(skillid, GetClass(), GetLevel()); }
|
||||
virtual void DoClassAttacks(Mob *target);
|
||||
void CheckHateList();
|
||||
bool CheckTaunt();
|
||||
bool CheckAETaunt();
|
||||
bool CheckConfidence();
|
||||
bool TryHide();
|
||||
void CheckHateList();
|
||||
bool CheckTaunt();
|
||||
bool CheckAETaunt();
|
||||
bool CheckConfidence();
|
||||
bool TryHide();
|
||||
|
||||
// stat functions
|
||||
virtual void CalcBonuses();
|
||||
@ -189,56 +189,56 @@ public:
|
||||
inline virtual int32 GetATKBonus() const { return itembonuses.ATK + spellbonuses.ATK; }
|
||||
int32 GetRawACNoShield(int &shield_ac) const;
|
||||
|
||||
inline virtual int32 GetSTR() const { return STR; }
|
||||
inline virtual int32 GetSTA() const { return STA; }
|
||||
inline virtual int32 GetDEX() const { return DEX; }
|
||||
inline virtual int32 GetAGI() const { return AGI; }
|
||||
inline virtual int32 GetINT() const { return INT; }
|
||||
inline virtual int32 GetWIS() const { return WIS; }
|
||||
inline virtual int32 GetCHA() const { return CHA; }
|
||||
inline virtual int32 GetMR() const { return MR; }
|
||||
inline virtual int32 GetFR() const { return FR; }
|
||||
inline virtual int32 GetDR() const { return DR; }
|
||||
inline virtual int32 GetPR() const { return PR; }
|
||||
inline virtual int32 GetCR() const { return CR; }
|
||||
inline virtual int32 GetCorrup() const { return Corrup; }
|
||||
inline virtual int32 GetSTR() const { return STR; }
|
||||
inline virtual int32 GetSTA() const { return STA; }
|
||||
inline virtual int32 GetDEX() const { return DEX; }
|
||||
inline virtual int32 GetAGI() const { return AGI; }
|
||||
inline virtual int32 GetINT() const { return INT; }
|
||||
inline virtual int32 GetWIS() const { return WIS; }
|
||||
inline virtual int32 GetCHA() const { return CHA; }
|
||||
inline virtual int32 GetMR() const { return MR; }
|
||||
inline virtual int32 GetFR() const { return FR; }
|
||||
inline virtual int32 GetDR() const { return DR; }
|
||||
inline virtual int32 GetPR() const { return PR; }
|
||||
inline virtual int32 GetCR() const { return CR; }
|
||||
inline virtual int32 GetCorrup() const { return Corrup; }
|
||||
|
||||
inline virtual int32 GetHeroicSTR() const { return itembonuses.HeroicSTR; }
|
||||
inline virtual int32 GetHeroicSTA() const { return itembonuses.HeroicSTA; }
|
||||
inline virtual int32 GetHeroicDEX() const { return itembonuses.HeroicDEX; }
|
||||
inline virtual int32 GetHeroicAGI() const { return itembonuses.HeroicAGI; }
|
||||
inline virtual int32 GetHeroicINT() const { return itembonuses.HeroicINT; }
|
||||
inline virtual int32 GetHeroicWIS() const { return itembonuses.HeroicWIS; }
|
||||
inline virtual int32 GetHeroicCHA() const { return itembonuses.HeroicCHA; }
|
||||
inline virtual int32 GetHeroicMR() const { return itembonuses.HeroicMR; }
|
||||
inline virtual int32 GetHeroicFR() const { return itembonuses.HeroicFR; }
|
||||
inline virtual int32 GetHeroicDR() const { return itembonuses.HeroicDR; }
|
||||
inline virtual int32 GetHeroicPR() const { return itembonuses.HeroicPR; }
|
||||
inline virtual int32 GetHeroicCR() const { return itembonuses.HeroicCR; }
|
||||
inline virtual int32 GetHeroicCorrup() const { return itembonuses.HeroicCorrup; }
|
||||
inline virtual int32 GetHeroicSTR() const { return itembonuses.HeroicSTR; }
|
||||
inline virtual int32 GetHeroicSTA() const { return itembonuses.HeroicSTA; }
|
||||
inline virtual int32 GetHeroicDEX() const { return itembonuses.HeroicDEX; }
|
||||
inline virtual int32 GetHeroicAGI() const { return itembonuses.HeroicAGI; }
|
||||
inline virtual int32 GetHeroicINT() const { return itembonuses.HeroicINT; }
|
||||
inline virtual int32 GetHeroicWIS() const { return itembonuses.HeroicWIS; }
|
||||
inline virtual int32 GetHeroicCHA() const { return itembonuses.HeroicCHA; }
|
||||
inline virtual int32 GetHeroicMR() const { return itembonuses.HeroicMR; }
|
||||
inline virtual int32 GetHeroicFR() const { return itembonuses.HeroicFR; }
|
||||
inline virtual int32 GetHeroicDR() const { return itembonuses.HeroicDR; }
|
||||
inline virtual int32 GetHeroicPR() const { return itembonuses.HeroicPR; }
|
||||
inline virtual int32 GetHeroicCR() const { return itembonuses.HeroicCR; }
|
||||
inline virtual int32 GetHeroicCorrup() const { return itembonuses.HeroicCorrup; }
|
||||
// Mod2
|
||||
inline virtual int32 GetShielding() const { return itembonuses.MeleeMitigation; }
|
||||
inline virtual int32 GetSpellShield() const { return itembonuses.SpellShield; }
|
||||
inline virtual int32 GetDoTShield() const { return itembonuses.DoTShielding; }
|
||||
inline virtual int32 GetStunResist() const { return itembonuses.StunResist; }
|
||||
inline virtual int32 GetStrikeThrough() const { return itembonuses.StrikeThrough; }
|
||||
inline virtual int32 GetAvoidance() const { return itembonuses.AvoidMeleeChance; }
|
||||
inline virtual int32 GetAccuracy() const { return itembonuses.HitChance; }
|
||||
inline virtual int32 GetCombatEffects() const { return itembonuses.ProcChance; }
|
||||
inline virtual int32 GetDS() const { return itembonuses.DamageShield; }
|
||||
inline virtual int32 GetShielding() const { return itembonuses.MeleeMitigation; }
|
||||
inline virtual int32 GetSpellShield() const { return itembonuses.SpellShield; }
|
||||
inline virtual int32 GetDoTShield() const { return itembonuses.DoTShielding; }
|
||||
inline virtual int32 GetStunResist() const { return itembonuses.StunResist; }
|
||||
inline virtual int32 GetStrikeThrough() const { return itembonuses.StrikeThrough; }
|
||||
inline virtual int32 GetAvoidance() const { return itembonuses.AvoidMeleeChance; }
|
||||
inline virtual int32 GetAccuracy() const { return itembonuses.HitChance; }
|
||||
inline virtual int32 GetCombatEffects() const { return itembonuses.ProcChance; }
|
||||
inline virtual int32 GetDS() const { return itembonuses.DamageShield; }
|
||||
// Mod3
|
||||
inline virtual int32 GetHealAmt() const { return itembonuses.HealAmt; }
|
||||
inline virtual int32 GetSpellDmg() const { return itembonuses.SpellDmg; }
|
||||
inline virtual int32 GetClair() const { return itembonuses.Clairvoyance; }
|
||||
inline virtual int32 GetDSMit() const { return itembonuses.DSMitigation; }
|
||||
inline virtual int32 GetHealAmt() const { return itembonuses.HealAmt; }
|
||||
inline virtual int32 GetSpellDmg() const { return itembonuses.SpellDmg; }
|
||||
inline virtual int32 GetClair() const { return itembonuses.Clairvoyance; }
|
||||
inline virtual int32 GetDSMit() const { return itembonuses.DSMitigation; }
|
||||
|
||||
inline virtual int32 GetSingMod() const { return itembonuses.singingMod; }
|
||||
inline virtual int32 GetBrassMod() const { return itembonuses.brassMod; }
|
||||
inline virtual int32 GetPercMod() const { return itembonuses.percussionMod; }
|
||||
inline virtual int32 GetStringMod() const { return itembonuses.stringedMod; }
|
||||
inline virtual int32 GetWindMod() const { return itembonuses.windMod; }
|
||||
inline virtual int32 GetSingMod() const { return itembonuses.singingMod; }
|
||||
inline virtual int32 GetBrassMod() const { return itembonuses.brassMod; }
|
||||
inline virtual int32 GetPercMod() const { return itembonuses.percussionMod; }
|
||||
inline virtual int32 GetStringMod() const { return itembonuses.stringedMod; }
|
||||
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
|
||||
void SetMercData (uint32 templateID );
|
||||
@ -279,53 +279,53 @@ protected:
|
||||
std::map<uint32,MercTimer> timers;
|
||||
|
||||
uint16 skills[HIGHEST_SKILL+1];
|
||||
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_texture2; //this is an item Material value (offhand)
|
||||
uint8 prim_melee_type; //Sets the Primary Weapon attack message and animation
|
||||
uint8 sec_melee_type; //Sets the Secondary Weapon attack message and animation
|
||||
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_texture2; //this is an item Material value (offhand)
|
||||
uint8 prim_melee_type; //Sets the Primary Weapon attack message and animation
|
||||
uint8 sec_melee_type; //Sets the Secondary Weapon attack message and animation
|
||||
|
||||
private:
|
||||
|
||||
int32 CalcAC();
|
||||
int32 GetACMit();
|
||||
int32 GetACAvoid();
|
||||
int32 acmod();
|
||||
int32 CalcATK();
|
||||
//int CalcHaste();
|
||||
int32 CalcAC();
|
||||
int32 GetACMit();
|
||||
int32 GetACAvoid();
|
||||
int32 acmod();
|
||||
int32 CalcATK();
|
||||
//int CalcHaste();
|
||||
|
||||
int32 CalcSTR();
|
||||
int32 CalcSTA();
|
||||
int32 CalcDEX();
|
||||
int32 CalcAGI();
|
||||
int32 CalcINT();
|
||||
int32 CalcWIS();
|
||||
int32 CalcCHA();
|
||||
int32 CalcSTR();
|
||||
int32 CalcSTA();
|
||||
int32 CalcDEX();
|
||||
int32 CalcAGI();
|
||||
int32 CalcINT();
|
||||
int32 CalcWIS();
|
||||
int32 CalcCHA();
|
||||
|
||||
int32 CalcMR();
|
||||
int32 CalcFR();
|
||||
int32 CalcDR();
|
||||
int32 CalcPR();
|
||||
int32 CalcCR();
|
||||
int32 CalcCorrup();
|
||||
int32 CalcMaxHP();
|
||||
int32 CalcBaseHP();
|
||||
int32 GetClassHPFactor();
|
||||
int32 CalcHPRegen();
|
||||
int32 CalcHPRegenCap();
|
||||
int32 CalcMaxMana();
|
||||
int32 CalcBaseMana();
|
||||
int32 CalcManaRegen();
|
||||
int32 CalcBaseManaRegen();
|
||||
int32 CalcManaRegenCap();
|
||||
void CalcMaxEndurance(); //This calculates the maximum endurance we can have
|
||||
int32 CalcBaseEndurance(); //Calculates Base End
|
||||
int32 GetMaxEndurance() const {return max_end;} //This gets our endurance from the last CalcMaxEndurance() call
|
||||
int32 CalcEnduranceRegen(); //Calculates endurance regen used in DoEnduranceRegen()
|
||||
int32 CalcEnduranceRegenCap();
|
||||
void SetEndurance(int32 newEnd); //This sets the current endurance to the new value
|
||||
void DoEnduranceUpkeep(); //does the endurance upkeep
|
||||
void CalcRestState();
|
||||
int32 CalcMR();
|
||||
int32 CalcFR();
|
||||
int32 CalcDR();
|
||||
int32 CalcPR();
|
||||
int32 CalcCR();
|
||||
int32 CalcCorrup();
|
||||
int32 CalcMaxHP();
|
||||
int32 CalcBaseHP();
|
||||
int32 GetClassHPFactor();
|
||||
int32 CalcHPRegen();
|
||||
int32 CalcHPRegenCap();
|
||||
int32 CalcMaxMana();
|
||||
int32 CalcBaseMana();
|
||||
int32 CalcManaRegen();
|
||||
int32 CalcBaseManaRegen();
|
||||
int32 CalcManaRegenCap();
|
||||
void CalcMaxEndurance(); //This calculates the maximum endurance we can have
|
||||
int32 CalcBaseEndurance(); //Calculates Base End
|
||||
int32 GetMaxEndurance() const {return max_end;} //This gets our endurance from the last CalcMaxEndurance() call
|
||||
int32 CalcEnduranceRegen(); //Calculates endurance regen used in DoEnduranceRegen()
|
||||
int32 CalcEnduranceRegenCap();
|
||||
void SetEndurance(int32 newEnd); //This sets the current endurance to the new value
|
||||
void DoEnduranceUpkeep(); //does the endurance upkeep
|
||||
void CalcRestState();
|
||||
|
||||
int GroupLeadershipAAHealthEnhancement();
|
||||
int GroupLeadershipAAManaEnhancement();
|
||||
@ -351,8 +351,8 @@ private:
|
||||
uint32 _baseWIS;
|
||||
uint32 _baseCHA;
|
||||
uint32 _baseATK;
|
||||
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.
|
||||
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.
|
||||
uint32 _baseMR;
|
||||
uint32 _baseCR;
|
||||
uint32 _baseDR;
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user