Switch NUMHIT_ enum to a strongly typed enum

This commit is contained in:
Michael Cook (mackal) 2015-01-17 16:18:09 -05:00
parent 7547d7610f
commit f9a7da61b8
7 changed files with 46 additions and 42 deletions

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@ -3348,7 +3348,7 @@ int32 Mob::ReduceAllDamage(int32 damage)
}
}
CheckNumHitsRemaining(NUMHIT_IncomingDamage);
CheckNumHitsRemaining(NumHit::IncomingDamage);
return(damage);
}
@ -3464,10 +3464,10 @@ void Mob::CommonDamage(Mob* attacker, int32 &damage, const uint16 spell_id, cons
}
if (spell_id == SPELL_UNKNOWN && skill_used) {
CheckNumHitsRemaining(NUMHIT_IncomingHitAttempts);
CheckNumHitsRemaining(NumHit::IncomingHitAttempts);
if (attacker)
attacker->CheckNumHitsRemaining(NUMHIT_OutgoingHitAttempts);
attacker->CheckNumHitsRemaining(NumHit::OutgoingHitAttempts);
}
if(attacker){
@ -3544,7 +3544,7 @@ void Mob::CommonDamage(Mob* attacker, int32 &damage, const uint16 spell_id, cons
}
if (skill_used)
CheckNumHitsRemaining(NUMHIT_IncomingHitSuccess);
CheckNumHitsRemaining(NumHit::IncomingHitSuccess);
if(IsClient() && CastToClient()->sneaking){
CastToClient()->sneaking = false;
@ -3917,7 +3917,8 @@ void Mob::TryDefensiveProc(const ItemInst* weapon, Mob *on, uint16 hand) {
float chance = ProcChance * (static_cast<float>(DefensiveProcs[i].chance)/100.0f);
if (zone->random.Roll(chance)) {
ExecWeaponProc(nullptr, DefensiveProcs[i].spellID, on);
CheckNumHitsRemaining(NUMHIT_DefensiveSpellProcs,0,DefensiveProcs[i].base_spellID);
CheckNumHitsRemaining(NumHit::DefensiveSpellProcs, 0,
DefensiveProcs[i].base_spellID);
}
}
}
@ -4093,7 +4094,8 @@ 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(NUMHIT_OffensiveSpellProcs, 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)",
@ -4109,7 +4111,8 @@ 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(NUMHIT_OffensiveSpellProcs, 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)",
@ -4526,7 +4529,8 @@ void Mob::TrySkillProc(Mob *on, uint16 skill, uint16 ReuseTime, bool Success, ui
float final_chance = chance * (ProcMod / 100.0f);
if (zone->random.Roll(final_chance)) {
ExecWeaponProc(nullptr, proc_spell_id, on);
CheckNumHitsRemaining(NUMHIT_OffensiveSpellProcs,0, base_spell_id);
CheckNumHitsRemaining(NumHit::OffensiveSpellProcs, 0,
base_spell_id);
CanProc = false;
break;
}
@ -4772,7 +4776,7 @@ void Mob::CommonOutgoingHitSuccess(Mob* defender, int32 &damage, SkillUseTypes s
ApplyMeleeDamageBonus(skillInUse, damage);
damage += (damage * defender->GetSkillDmgTaken(skillInUse) / 100) + (GetSkillDmgAmt(skillInUse) + defender->GetFcDamageAmtIncoming(this, 0, true, skillInUse));
TryCriticalHit(defender, skillInUse, damage);
CheckNumHitsRemaining(NUMHIT_OutgoingHitSuccess);
CheckNumHitsRemaining(NumHit::OutgoingHitSuccess);
}
void Mob::CommonBreakInvisible()

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@ -3184,7 +3184,7 @@ void Bot::DoMeleeSkillAttackDmg(Mob* other, uint16 weapon_damage, SkillUseTypes
return;
if (damage > 0)
CheckNumHitsRemaining(NUMHIT_OutgoingHitSuccess);
CheckNumHitsRemaining(NumHit::OutgoingHitSuccess);
if((skillinuse == SkillDragonPunch) && GetAA(aaDragonPunch) && zone->random.Int(0, 99) < 25){
SpellFinished(904, other, 10, 0, -1, spells[904].ResistDiff);
@ -6249,7 +6249,7 @@ bool Bot::Attack(Mob* other, int Hand, bool FromRiposte, bool IsStrikethrough, b
MeleeLifeTap(damage);
if (damage > 0)
CheckNumHitsRemaining(NUMHIT_OutgoingHitSuccess);
CheckNumHitsRemaining(NumHit::OutgoingHitSuccess);
//break invis when you attack
if(invisible) {
@ -7707,7 +7707,7 @@ void Bot::DoSpecialAttackDamage(Mob *who, SkillUseTypes skill, int32 max_damage,
if (HasDied()) return;
if (max_damage > 0)
CheckNumHitsRemaining(NUMHIT_OutgoingHitSuccess);
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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@ -158,18 +158,18 @@ 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
enum class NumHit { // Numhits type
IncomingHitAttempts = 1, // Attempted incoming melee attacks (hit or miss) on YOU.
OutgoingHitAttempts = 2, // Attempted outgoing melee attacks (hit or miss) on YOUR TARGET.
IncomingSpells = 3, // Incoming detrimental spells
OutgoingSpells = 4, // Outgoing detrimental spells
OutgoingHitSuccess = 5, // Successful outgoing melee attack HIT on YOUR TARGET.
IncomingHitSuccess = 6, // Successful incoming melee attack HIT on YOU.
MatchingSpells = 7, // Any casted spell matching/triggering a focus effect.
IncomingDamage = 8, // Successful incoming spell or melee dmg attack on YOU
ReflectSpell = 9, // Incoming Reflected spells.
DefensiveSpellProcs = 10, // Defensive buff procs
OffensiveSpellProcs = 11 // Offensive buff procs
};
//this is our internal representation of the BUFF struct, can put whatever we want in it

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@ -3383,7 +3383,7 @@ 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(NUMHIT_MatchingSpells,-1, focus_spell);
CheckNumHitsRemaining(NumHit::MatchingSpells, -1, focus_spell);
}
}
}
@ -3615,7 +3615,7 @@ int32 Mob::GetVulnerability(Mob* caster, uint32 spell_id, uint32 ticsremaining)
value += tmp_focus;
if (tmp_buffslot >= 0)
CheckNumHitsRemaining(NUMHIT_MatchingSpells, tmp_buffslot);
CheckNumHitsRemaining(NumHit::MatchingSpells, tmp_buffslot);
}
return value;
}
@ -3720,7 +3720,7 @@ void Mob::TrySympatheticProc(Mob *target, uint32 spell_id)
SpellFinished(focus_trigger, target, 10, 0, -1, spells[focus_trigger].ResistDiff);
}
CheckNumHitsRemaining(NUMHIT_MatchingSpells, -1, focus_spell);
CheckNumHitsRemaining(NumHit::MatchingSpells, -1, focus_spell);
}
}

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@ -282,7 +282,7 @@ public:
int16 GetBuffSlotFromType(uint16 type);
uint16 GetSpellIDFromSlot(uint8 slot);
int CountDispellableBuffs();
void CheckNumHitsRemaining(uint8 type, int32 buff_slot=-1, uint16 spell_id=SPELL_UNKNOWN);
void CheckNumHitsRemaining(NumHit type, int32 buff_slot = -1, uint16 spell_id = SPELL_UNKNOWN);
bool HasNumhits() const { return has_numhits; }
inline void Numhits(bool val) { has_numhits = val; }
bool HasMGB() const { return has_MGB; }

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@ -5645,7 +5645,7 @@ int16 NPC::GetFocusEffect(focusType type, uint16 spell_id) {
return realTotal + realTotal2;
}
void Mob::CheckNumHitsRemaining(uint8 type, int32 buff_slot, uint16 spell_id)
void Mob::CheckNumHitsRemaining(NumHit type, int32 buff_slot, uint16 spell_id)
{
/*
Field 175 = numhits type
@ -5672,7 +5672,7 @@ void Mob::CheckNumHitsRemaining(uint8 type, int32 buff_slot, uint16 spell_id)
if (IsValidSpell(spell_id)) {
for (int d = 0; d < buff_max; d++) {
if (buffs[d].spellid == spell_id && buffs[d].numhits > 0 &&
spells[buffs[d].spellid].numhitstype == type) {
spells[buffs[d].spellid].numhitstype == static_cast<int>(type)) {
if (--buffs[d].numhits == 0) {
CastOnNumHitFade(buffs[d].spellid);
if (!TryFadeEffect(d))
@ -5682,7 +5682,7 @@ void Mob::CheckNumHitsRemaining(uint8 type, int32 buff_slot, uint16 spell_id)
}
}
}
} else if (type == NUMHIT_MatchingSpells) {
} else if (type == NumHit::MatchingSpells) {
if (buff_slot >= 0) {
if (--buffs[buff_slot].numhits == 0) {
CastOnNumHitFade(buffs[buff_slot].spellid);
@ -5711,7 +5711,7 @@ void Mob::CheckNumHitsRemaining(uint8 type, int32 buff_slot, uint16 spell_id)
} else {
for (int d = 0; d < buff_max; d++) {
if (IsValidSpell(buffs[d].spellid) && buffs[d].numhits > 0 &&
spells[buffs[d].spellid].numhitstype == type) {
spells[buffs[d].spellid].numhitstype == static_cast<int>(type)) {
if (--buffs[d].numhits == 0) {
CastOnNumHitFade(buffs[d].spellid);
if (!TryFadeEffect(d))
@ -5975,7 +5975,7 @@ int32 Mob::GetFcDamageAmtIncoming(Mob *caster, uint32 spell_id, bool use_skill,
}
if ((!limit_exists) || (limit_exists && skill_found)){
dmg += temp_dmg;
CheckNumHitsRemaining(NUMHIT_MatchingSpells,i);
CheckNumHitsRemaining(NumHit::MatchingSpells, i);
}
}
@ -5983,7 +5983,7 @@ 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(NUMHIT_MatchingSpells,i);
CheckNumHitsRemaining(NumHit::MatchingSpells, i);
}
}
}
@ -6035,7 +6035,7 @@ int32 Mob::GetFocusIncoming(focusType type, int effect, Mob *caster, uint32 spel
value = tmp_focus;
if (tmp_buffslot >= 0)
CheckNumHitsRemaining(NUMHIT_MatchingSpells, tmp_buffslot);
CheckNumHitsRemaining(NumHit::MatchingSpells, tmp_buffslot);
}

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@ -1268,7 +1268,7 @@ void Mob::CastedSpellFinished(uint16 spell_id, uint32 target_id, uint16 slot,
}
if(IsClient()) {
CheckNumHitsRemaining(NUMHIT_MatchingSpells);
CheckNumHitsRemaining(NumHit::MatchingSpells);
TrySympatheticProc(target, spell_id);
}
@ -3573,7 +3573,7 @@ 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(NUMHIT_MatchingSpells,b);
CheckNumHitsRemaining(NumHit::MatchingSpells, b);
Message_StringID(MT_SpellFailure, SPELL_WOULDNT_HOLD);
safe_delete(action_packet);
return false;
@ -3622,7 +3622,7 @@ 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(NUMHIT_ReflectSpell);
CheckNumHitsRemaining(NumHit::ReflectSpell);
SpellOnTarget(spell_id, this, true, use_resist_adjust, resist_adjust);
safe_delete(action_packet);
return false;
@ -3673,8 +3673,8 @@ bool Mob::SpellOnTarget(uint16 spell_id, Mob* spelltar, bool reflect, bool use_r
}
}
spelltar->CheckNumHitsRemaining(NUMHIT_IncomingSpells);
CheckNumHitsRemaining(NUMHIT_OutgoingSpells);
spelltar->CheckNumHitsRemaining(NumHit::IncomingSpells);
CheckNumHitsRemaining(NumHit::OutgoingSpells);
safe_delete(action_packet);
return false;
@ -3732,10 +3732,10 @@ bool Mob::SpellOnTarget(uint16 spell_id, Mob* spelltar, bool reflect, bool use_r
if (IsDetrimentalSpell(spell_id)) {
CheckNumHitsRemaining(NUMHIT_OutgoingSpells);
CheckNumHitsRemaining(NumHit::OutgoingSpells);
if (spelltar)
spelltar->CheckNumHitsRemaining(NUMHIT_IncomingSpells);
spelltar->CheckNumHitsRemaining(NumHit::IncomingSpells);
}
// send the action packet again now that the spell is successful