Added the initial references for two new dictionaries - EmuConstants and EQLimits..more to come.

This commit is contained in:
Uleat
2014-07-16 21:23:16 -04:00
parent b7e36feeeb
commit d7c2d6108f
42 changed files with 1323 additions and 662 deletions
+38 -37
View File
@@ -74,17 +74,17 @@ void Mob::ApplySpecialAttackMod(SkillUseTypes skill, int32 &dmg, int32 &mindmg)
case SkillFlyingKick:
case SkillRoundKick:
case SkillKick:
item_slot = SLOT_FEET;
item_slot = MainFeet;
break;
case SkillBash:
item_slot = SLOT_SECONDARY;
item_slot = MainSecondary;
break;
case SkillDragonPunch:
case SkillEagleStrike:
case SkillTigerClaw:
item_slot = SLOT_HANDS;
item_slot = MainHands;
break;
default:
@@ -113,7 +113,7 @@ void Mob::DoSpecialAttackDamage(Mob *who, SkillUseTypes skill, int32 max_damage,
{
if(IsClient())
{
ItemInst *item = CastToClient()->GetInv().GetItem(SLOT_SECONDARY);
ItemInst *item = CastToClient()->GetInv().GetItem(MainSecondary);
if(item)
{
if(item->GetItem()->ItemType == ItemTypeShield)
@@ -200,7 +200,7 @@ void Client::OPCombatAbility(const EQApplicationPacket *app) {
//These two are not subject to the combat ability timer, as they
//allready do their checking in conjunction with the attack timer
//throwing weapons
if(ca_atk->m_atk == 11) {
if(ca_atk->m_atk == MainRange) {
if (ca_atk->m_skill == SkillThrowing) {
SetAttackTimer();
ThrowingAttack(GetTarget());
@@ -242,6 +242,7 @@ void Client::OPCombatAbility(const EQApplicationPacket *app) {
int32 skill_reduction = this->GetSkillReuseTime(ca_atk->m_skill);
// not sure what the '100' indicates..if ->m_atk is not used as 'slot' reference, then change MainRange above back to '11'
if ((ca_atk->m_atk == 100) && (ca_atk->m_skill == SkillBash)) { // SLAM - Bash without a shield equipped
if (GetTarget() != this) {
@@ -249,8 +250,8 @@ void Client::OPCombatAbility(const EQApplicationPacket *app) {
DoAnim(animTailRake);
int32 ht = 0;
if(GetWeaponDamage(GetTarget(), GetInv().GetItem(SLOT_SECONDARY)) <= 0 &&
GetWeaponDamage(GetTarget(), GetInv().GetItem(SLOT_SHOULDER)) <= 0){
if(GetWeaponDamage(GetTarget(), GetInv().GetItem(MainSecondary)) <= 0 &&
GetWeaponDamage(GetTarget(), GetInv().GetItem(MainShoulders)) <= 0){
dmg = -5;
}
else{
@@ -329,7 +330,7 @@ void Client::OPCombatAbility(const EQApplicationPacket *app) {
DoAnim(animKick);
int32 ht = 0;
if(GetWeaponDamage(GetTarget(), GetInv().GetItem(SLOT_FEET)) <= 0){
if(GetWeaponDamage(GetTarget(), GetInv().GetItem(MainFeet)) <= 0){
dmg = -5;
}
else{
@@ -405,7 +406,7 @@ int Mob::MonkSpecialAttack(Mob* other, uint8 unchecked_type)
int32 min_dmg = 1;
int reuse = 0;
SkillUseTypes skill_type; //to avoid casting... even though it "would work"
uint8 itemslot = SLOT_FEET;
uint8 itemslot = MainFeet;
switch(unchecked_type)
{
@@ -421,7 +422,7 @@ int Mob::MonkSpecialAttack(Mob* other, uint8 unchecked_type)
case SkillDragonPunch:{
skill_type = SkillDragonPunch;
max_dmg = ((GetSTR()+GetSkill(skill_type)) * RuleI(Combat, DragonPunchBonus) / 100) + 26;
itemslot = SLOT_HANDS;
itemslot = MainHands;
ApplySpecialAttackMod(skill_type, max_dmg, min_dmg);
DoAnim(animTailRake);
reuse = TailRakeReuseTime;
@@ -431,7 +432,7 @@ int Mob::MonkSpecialAttack(Mob* other, uint8 unchecked_type)
case SkillEagleStrike:{
skill_type = SkillEagleStrike;
max_dmg = ((GetSTR()+GetSkill(skill_type)) * RuleI(Combat, EagleStrikeBonus) / 100) + 19;
itemslot = SLOT_HANDS;
itemslot = MainHands;
ApplySpecialAttackMod(skill_type, max_dmg, min_dmg);
DoAnim(animEagleStrike);
reuse = EagleStrikeReuseTime;
@@ -441,7 +442,7 @@ int Mob::MonkSpecialAttack(Mob* other, uint8 unchecked_type)
case SkillTigerClaw:{
skill_type = SkillTigerClaw;
max_dmg = ((GetSTR()+GetSkill(skill_type)) * RuleI(Combat, TigerClawBonus) / 100) + 12;
itemslot = SLOT_HANDS;
itemslot = MainHands;
ApplySpecialAttackMod(skill_type, max_dmg, min_dmg);
DoAnim(animTigerClaw);
reuse = TigerClawReuseTime;
@@ -511,7 +512,7 @@ void Mob::TryBackstab(Mob *other, int ReuseTime) {
//make sure we have a proper weapon if we are a client.
if(IsClient()) {
const ItemInst *wpn = CastToClient()->GetInv().GetItem(SLOT_PRIMARY);
const ItemInst *wpn = CastToClient()->GetInv().GetItem(MainPrimary);
if(!wpn || (wpn->GetItem()->ItemType != ItemType1HPiercing)){
Message_StringID(13, BACKSTAB_WEAPON);
return;
@@ -593,11 +594,11 @@ void Mob::RogueBackstab(Mob* other, bool min_damage, int ReuseTime)
if(IsClient()){
const ItemInst *wpn = nullptr;
wpn = CastToClient()->GetInv().GetItem(SLOT_PRIMARY);
wpn = CastToClient()->GetInv().GetItem(MainPrimary);
if(wpn) {
primaryweapondamage = GetWeaponDamage(other, wpn);
backstab_dmg = wpn->GetItem()->BackstabDmg;
for(int i = 0; i < MAX_AUGMENT_SLOTS; ++i)
for (int i = 0; i < EmuConstants::ITEM_COMMON_SIZE; ++i)
{
ItemInst *aug = wpn->GetAugment(i);
if(aug)
@@ -676,7 +677,7 @@ void Mob::RogueAssassinate(Mob* other)
{
//can you dodge, parry, etc.. an assassinate??
//if so, use DoSpecialAttackDamage(other, BACKSTAB, 32000); instead
if(GetWeaponDamage(other, IsClient()?CastToClient()->GetInv().GetItem(SLOT_PRIMARY):(const ItemInst*)nullptr) > 0){
if(GetWeaponDamage(other, IsClient()?CastToClient()->GetInv().GetItem(MainPrimary):(const ItemInst*)nullptr) > 0){
other->Damage(this, 32000, SPELL_UNKNOWN, SkillBackstab);
}else{
other->Damage(this, -5, SPELL_UNKNOWN, SkillBackstab);
@@ -695,20 +696,20 @@ void Client::RangedAttack(Mob* other, bool CanDoubleAttack) {
//Message(0, "Error: Timer not up. Attack %d, ranged %d", attack_timer.GetRemainingTime(), ranged_timer.GetRemainingTime());
return;
}
const ItemInst* RangeWeapon = m_inv[SLOT_RANGE];
const ItemInst* RangeWeapon = m_inv[MainRange];
//locate ammo
int ammo_slot = SLOT_AMMO;
const ItemInst* Ammo = m_inv[SLOT_AMMO];
int ammo_slot = MainAmmo;
const ItemInst* Ammo = m_inv[MainAmmo];
if (!RangeWeapon || !RangeWeapon->IsType(ItemClassCommon)) {
mlog(COMBAT__RANGED, "Ranged attack canceled. Missing or invalid ranged weapon (%d) in slot %d", GetItemIDAt(SLOT_RANGE), SLOT_RANGE);
Message(0, "Error: Rangeweapon: GetItem(%i)==0, you have no bow!", GetItemIDAt(SLOT_RANGE));
mlog(COMBAT__RANGED, "Ranged attack canceled. Missing or invalid ranged weapon (%d) in slot %d", GetItemIDAt(MainRange), MainRange);
Message(0, "Error: Rangeweapon: GetItem(%i)==0, you have no bow!", GetItemIDAt(MainRange));
return;
}
if (!Ammo || !Ammo->IsType(ItemClassCommon)) {
mlog(COMBAT__RANGED, "Ranged attack canceled. Missing or invalid ammo item (%d) in slot %d", GetItemIDAt(SLOT_AMMO), SLOT_AMMO);
Message(0, "Error: Ammo: GetItem(%i)==0, you have no ammo!", GetItemIDAt(SLOT_AMMO));
mlog(COMBAT__RANGED, "Ranged attack canceled. Missing or invalid ammo item (%d) in slot %d", GetItemIDAt(MainAmmo), MainAmmo);
Message(0, "Error: Ammo: GetItem(%i)==0, you have no ammo!", GetItemIDAt(MainAmmo));
return;
}
@@ -733,7 +734,7 @@ void Client::RangedAttack(Mob* other, bool CanDoubleAttack) {
//first look for quivers
int r;
bool found = false;
for(r = SLOT_PERSONAL_BEGIN; r <= SLOT_PERSONAL_END; r++) {
for(r = EmuConstants::GENERAL_BEGIN; r <= EmuConstants::GENERAL_END; r++) {
const ItemInst *pi = m_inv[r];
if(pi == nullptr || !pi->IsType(ItemClassContainer))
continue;
@@ -765,7 +766,7 @@ void Client::RangedAttack(Mob* other, bool CanDoubleAttack) {
//if we dont find a quiver, look through our inventory again
//not caring if the thing is a quiver.
int32 aslot = m_inv.HasItem(AmmoItem->ID, 1, invWherePersonal);
if(aslot != SLOT_INVALID) {
if (aslot != INVALID_INDEX) {
ammo_slot = aslot;
Ammo = m_inv[aslot];
mlog(COMBAT__RANGED, "Using ammo from inventory stack at slot %d. %d in stack.", ammo_slot, Ammo->GetCharges());
@@ -1165,19 +1166,19 @@ void Client::ThrowingAttack(Mob* other, bool CanDoubleAttack) { //old was 51
return;
}
int ammo_slot = SLOT_RANGE;
const ItemInst* RangeWeapon = m_inv[SLOT_RANGE];
int ammo_slot = MainRange;
const ItemInst* RangeWeapon = m_inv[MainRange];
if (!RangeWeapon || !RangeWeapon->IsType(ItemClassCommon)) {
mlog(COMBAT__RANGED, "Ranged attack canceled. Missing or invalid ranged weapon (%d) in slot %d", GetItemIDAt(SLOT_RANGE), SLOT_RANGE);
Message(0, "Error: Rangeweapon: GetItem(%i)==0, you have nothing to throw!", GetItemIDAt(SLOT_RANGE));
mlog(COMBAT__RANGED, "Ranged attack canceled. Missing or invalid ranged weapon (%d) in slot %d", GetItemIDAt(MainRange), MainRange);
Message(0, "Error: Rangeweapon: GetItem(%i)==0, you have nothing to throw!", GetItemIDAt(MainRange));
return;
}
const Item_Struct* item = RangeWeapon->GetItem();
if(item->ItemType != ItemTypeLargeThrowing && item->ItemType != ItemTypeSmallThrowing) {
mlog(COMBAT__RANGED, "Ranged attack canceled. Ranged item %d is not a throwing weapon. type %d.", item->ItemType);
Message(0, "Error: Rangeweapon: GetItem(%i)==0, you have nothing useful to throw!", GetItemIDAt(SLOT_RANGE));
Message(0, "Error: Rangeweapon: GetItem(%i)==0, you have nothing useful to throw!", GetItemIDAt(MainRange));
return;
}
@@ -1185,16 +1186,16 @@ void Client::ThrowingAttack(Mob* other, bool CanDoubleAttack) { //old was 51
if(RangeWeapon->GetCharges() == 1) {
//first check ammo
const ItemInst* AmmoItem = m_inv[SLOT_AMMO];
const ItemInst* AmmoItem = m_inv[MainAmmo];
if(AmmoItem != nullptr && AmmoItem->GetID() == RangeWeapon->GetID()) {
//more in the ammo slot, use it
RangeWeapon = AmmoItem;
ammo_slot = SLOT_AMMO;
ammo_slot = MainAmmo;
mlog(COMBAT__RANGED, "Using ammo from ammo slot, stack at slot %d. %d in stack.", ammo_slot, RangeWeapon->GetCharges());
} else {
//look through our inventory for more
int32 aslot = m_inv.HasItem(item->ID, 1, invWherePersonal);
if(aslot != SLOT_INVALID) {
if (aslot != INVALID_INDEX) {
//the item wont change, but the instance does, not that it matters
ammo_slot = aslot;
RangeWeapon = m_inv[aslot];
@@ -1768,8 +1769,8 @@ void Client::DoClassAttacks(Mob *ca_target, uint16 skill, bool IsRiposte)
{
DoAnim(animTailRake);
if(GetWeaponDamage(ca_target, GetInv().GetItem(SLOT_SECONDARY)) <= 0 &&
GetWeaponDamage(ca_target, GetInv().GetItem(SLOT_SHOULDER)) <= 0){
if(GetWeaponDamage(ca_target, GetInv().GetItem(MainSecondary)) <= 0 &&
GetWeaponDamage(ca_target, GetInv().GetItem(MainShoulders)) <= 0){
dmg = -5;
}
else{
@@ -1839,7 +1840,7 @@ void Client::DoClassAttacks(Mob *ca_target, uint16 skill, bool IsRiposte)
{
DoAnim(animKick);
if(GetWeaponDamage(ca_target, GetInv().GetItem(SLOT_FEET)) <= 0){
if(GetWeaponDamage(ca_target, GetInv().GetItem(MainFeet)) <= 0){
dmg = -5;
}
else{
@@ -2236,7 +2237,7 @@ void Mob::DoMeleeSkillAttackDmg(Mob* other, uint16 weapon_damage, SkillUseTypes
if(skillinuse == SkillBash){
if(IsClient()){
ItemInst *item = CastToClient()->GetInv().GetItem(SLOT_SECONDARY);
ItemInst *item = CastToClient()->GetInv().GetItem(MainSecondary);
if(item){
if(item->GetItem()->ItemType == ItemTypeShield) {
hate += item->GetItem()->AC;