void CombatWindow::addOffenseRecord(int iType, int iDamage, int iSpell) { #ifdef DEBUGCOMBAT seqDebug("CombatWindow::addOffenseRecord starting..."); #endif bool bFoundRecord = false; CombatOffenseRecord *pRecord; for(pRecord = m_combat_offense_list.first(); pRecord != 0; pRecord = m_combat_offense_list.next()) { // Belith -- Lets match spells up as well if(pRecord->getType() == iType && pRecord->getType() != 231) { bFoundRecord = true; break; } if(pRecord->getType() == iType && pRecord->getType() == 231 && pRecord->getSpell() == iSpell) { bFoundRecord = true; break; } } if(!bFoundRecord) { // Belith -- Again lets skip buffs, etc if ((iDamage > 0 && iType == 231) || iType != 231) { pRecord = new CombatOffenseRecord(iType, m_player, iSpell); m_combat_offense_list.append(pRecord); } } if(iDamage > 0) { pRecord->addHit(iDamage); } else if (iType != 231) { pRecord->addMiss(iDamage); } #ifdef DEBUGCOMBAT seqDebug("CombatWindow::addOffenseRecord finished..."); #endif }
void CombatWindow::addOffenseRecord(int iType, int iDamage) { #ifdef DEBUGCOMBAT printf("CombatWindow::addOffenseRecord starting...\n"); #endif bool bFoundRecord = false; CombatOffenseRecord *pRecord; for(pRecord = m_combat_offense_list.first(); pRecord != 0; pRecord = m_combat_offense_list.next()) { if(pRecord->getType() == iType) { bFoundRecord = true; break; } } if(!bFoundRecord) { pRecord = new CombatOffenseRecord(iType, m_player); m_combat_offense_list.append(pRecord); } if(iDamage > 0) { pRecord->addHit(iDamage); } else { pRecord->addMiss(iDamage); } #ifdef DEBUGCOMBAT printf("CombatWindow::addOffenseRecord finished...\n"); #endif }