void CombatWindow::resetDPS() { // we'll let updateDPS do all the work // by simply setting m_iDPSTimeLast to 0 m_iDPSTimeLast = 0; updateDPS(0); }
void CombatWindow::addCombatRecord(int iTargetID, int iSourceID, int iType, int iSpell, int iDamage) { #ifdef DEBUGCOMBAT printf("CombatWindow::addCombatRecord starting...\n"); printf("target=%d, source=%d, type=%d, spell=%d, damage=%d\n", iTargetID, iSourceID, iType, iSpell, iDamage); #endif int iPlayerID = m_player->id(); // The one case we won't handle (for now) is where the Target // and Source are the same. if(iTargetID == iPlayerID && iSourceID != iPlayerID) { addDefenseRecord(iDamage); updateDefense(); addMobRecord(iTargetID, iSourceID, iDamage); updateMob(); } else if(iSourceID == iPlayerID && iTargetID != iPlayerID) { addOffenseRecord(iType, iDamage); updateOffense(); addMobRecord(iTargetID, iSourceID, iDamage); updateMob(); if(iDamage > 0) updateDPS(iDamage); } #ifdef DEBUGCOMBAT printf("CombatWindow::addCombatRecord finished...\n"); #endif }
void CombatWindow::addCombatRecord(int iTargetID, int iSourceID, int iType, int iSpell, int iDamage, QString tName, QString sName) { #ifdef DEBUGCOMBAT seqDebug("CombatWindow::addCombatRecord starting..."); seqDebug("target=%d, source=%d, type=%d, spell=%d, damage=%d", iTargetID, iSourceID, iType, iSpell, iDamage); #endif int iPlayerID = m_player->id(); // The one case we won't handle (for now) is where the Target // and Source are the same. if(iTargetID == iPlayerID && iSourceID != iPlayerID) { addDefenseRecord(iDamage); updateDefense(); addMobRecord(iTargetID, iSourceID, iDamage, tName, sName); updateMob(); } else if(iSourceID == iPlayerID && iTargetID != iPlayerID) { addOffenseRecord(iType, iDamage, iSpell); updateOffense(); // Belith -- Lets not add buffs, etc if ((iType == 231 && iDamage > 0) || iType != 231) { addMobRecord(iTargetID, iSourceID, iDamage, tName, sName); updateMob(); } if(iDamage > 0) updateDPS(iDamage); } #ifdef DEBUGCOMBAT seqDebug("CombatWindow::addCombatRecord finished..."); #endif }