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
+13 -9
View File
@@ -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()