Moved struct Item_Struct into namespace EQEmu

This commit is contained in:
Uleat
2016-05-21 04:54:18 -04:00
parent ebe6f95e6e
commit 3031365e1f
70 changed files with 1757 additions and 1597 deletions
+46 -45
View File
@@ -152,14 +152,14 @@ void Client::CalcItemBonuses(StatBonuses* newbon) {
AddItemBonuses(inst, newbon, false, false, 0, (i == EQEmu::legacy::SlotAmmo));
//These are given special flags due to how often they are checked for various spell effects.
const Item_Struct *item = inst->GetItem();
if (i == EQEmu::legacy::SlotSecondary && (item && item->ItemType == ItemTypeShield))
const EQEmu::Item_Struct *item = inst->GetItem();
if (i == EQEmu::legacy::SlotSecondary && (item && item->ItemType == EQEmu::item::ItemTypeShield))
SetShieldEquiped(true);
else if (i == EQEmu::legacy::SlotPrimary && (item && item->ItemType == ItemType2HBlunt)) {
else if (i == EQEmu::legacy::SlotPrimary && (item && item->ItemType == EQEmu::item::ItemType2HBlunt)) {
SetTwoHandBluntEquiped(true);
SetTwoHanderEquipped(true);
}
else if (i == EQEmu::legacy::SlotPrimary && (item && (item->ItemType == ItemType2HSlash || item->ItemType == ItemType2HPiercing)))
else if (i == EQEmu::legacy::SlotPrimary && (item && (item->ItemType == EQEmu::item::ItemType2HSlash || item->ItemType == EQEmu::item::ItemType2HPiercing)))
SetTwoHanderEquipped(true);
}
@@ -180,7 +180,7 @@ void Client::CalcItemBonuses(StatBonuses* newbon) {
}
//Optional ability to have worn effects calculate as an addititive bonus instead of highest value
if (RuleI(Spells, AdditiveBonusWornType) && RuleI(Spells, AdditiveBonusWornType) != ET_WornEffect){
if (RuleI(Spells, AdditiveBonusWornType) && RuleI(Spells, AdditiveBonusWornType) != EQEmu::item::ItemEffectWorn){
for (i = EQEmu::legacy::SlotCharm; i < EQEmu::legacy::SlotAmmo; i++) {
const ItemInst* inst = m_inv[i];
if(inst == 0)
@@ -210,7 +210,7 @@ void Client::ProcessItemCaps()
void Client::AddItemBonuses(const ItemInst *inst, StatBonuses *newbon, bool isAug, bool isTribute, int rec_override, bool ammo_slot_item)
{
if (!inst || !inst->IsType(ItemClassCommon)) {
if (!inst || !inst->IsClassCommon()) {
return;
}
@@ -218,10 +218,10 @@ void Client::AddItemBonuses(const ItemInst *inst, StatBonuses *newbon, bool isAu
return;
}
const Item_Struct *item = inst->GetItem();
const EQEmu::Item_Struct *item = inst->GetItem();
if (!isTribute && !inst->IsEquipable(GetBaseRace(), GetClass())) {
if (item->ItemType != ItemTypeFood && item->ItemType != ItemTypeDrink)
if (item->ItemType != EQEmu::item::ItemTypeFood && item->ItemType != EQEmu::item::ItemTypeDrink)
return;
}
@@ -430,11 +430,11 @@ void Client::AddItemBonuses(const ItemInst *inst, StatBonuses *newbon, bool isAu
else
newbon->DSMitigation += item->DSMitigation;
}
if (item->Worn.Effect > 0 && item->Worn.Type == ET_WornEffect) { // latent effects
if (item->Worn.Effect > 0 && item->Worn.Type == EQEmu::item::ItemEffectWorn) { // latent effects
ApplySpellsBonuses(item->Worn.Effect, item->Worn.Level, newbon, 0, item->Worn.Type);
}
if (item->Focus.Effect > 0 && (item->Focus.Type == ET_Focus)) { // focus effects
if (item->Focus.Effect > 0 && (item->Focus.Type == EQEmu::item::ItemEffectFocus)) { // focus effects
ApplySpellsBonuses(item->Focus.Effect, item->Focus.Level, newbon, 0);
}
@@ -544,13 +544,13 @@ void Client::AdditiveWornBonuses(const ItemInst *inst, StatBonuses* newbon, bool
which will also stack with regular (worntype 2) effects. [Ie set rule = 3 and item worntype = 3]
*/
if(!inst || !inst->IsType(ItemClassCommon))
if (!inst || !inst->IsClassCommon())
return;
if(inst->GetAugmentType()==0 && isAug == true)
return;
const Item_Struct *item = inst->GetItem();
const EQEmu::Item_Struct *item = inst->GetItem();
if(!inst->IsEquipable(GetBaseRace(),GetClass()))
return;
@@ -581,11 +581,11 @@ void Client::CalcEdibleBonuses(StatBonuses* newbon) {
if (food && drink)
break;
const ItemInst* inst = GetInv().GetItem(i);
if (inst && inst->GetItem() && inst->IsType(ItemClassCommon)) {
const Item_Struct *item=inst->GetItem();
if (item->ItemType == ItemTypeFood && !food)
if (inst && inst->GetItem() && inst->IsClassCommon()) {
const EQEmu::Item_Struct *item=inst->GetItem();
if (item->ItemType == EQEmu::item::ItemTypeFood && !food)
food = true;
else if (item->ItemType == ItemTypeDrink && !drink)
else if (item->ItemType == EQEmu::item::ItemTypeDrink && !drink)
drink = true;
else
continue;
@@ -597,11 +597,11 @@ void Client::CalcEdibleBonuses(StatBonuses* newbon) {
if (food && drink)
break;
const ItemInst* inst = GetInv().GetItem(i);
if (inst && inst->GetItem() && inst->IsType(ItemClassCommon)) {
const Item_Struct *item=inst->GetItem();
if (item->ItemType == ItemTypeFood && !food)
if (inst && inst->GetItem() && inst->IsClassCommon()) {
const EQEmu::Item_Struct *item=inst->GetItem();
if (item->ItemType == EQEmu::item::ItemTypeFood && !food)
food = true;
else if (item->ItemType == ItemTypeDrink && !drink)
else if (item->ItemType == EQEmu::item::ItemTypeDrink && !drink)
drink = true;
else
continue;
@@ -911,19 +911,19 @@ void Mob::ApplyAABonuses(const AA::Rank &rank, StatBonuses *newbon)
break;
case SE_AddSingingMod:
switch (base2) {
case ItemTypeWindInstrument:
case EQEmu::item::ItemTypeWindInstrument:
newbon->windMod += base1;
break;
case ItemTypeStringedInstrument:
case EQEmu::item::ItemTypeStringedInstrument:
newbon->stringedMod += base1;
break;
case ItemTypeBrassInstrument:
case EQEmu::item::ItemTypeBrassInstrument:
newbon->brassMod += base1;
break;
case ItemTypePercussionInstrument:
case EQEmu::item::ItemTypePercussionInstrument:
newbon->percussionMod += base1;
break;
case ItemTypeSinging:
case EQEmu::item::ItemTypeSinging:
newbon->singingMod += base1;
break;
}
@@ -2753,23 +2753,24 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses *ne
break;
case SE_AddSingingMod:
switch (base2)
{
case ItemTypeWindInstrument:
new_bonus->windMod += effect_value;
break;
case ItemTypeStringedInstrument:
new_bonus->stringedMod += effect_value;
break;
case ItemTypeBrassInstrument:
new_bonus->brassMod += effect_value;
break;
case ItemTypePercussionInstrument:
new_bonus->percussionMod += effect_value;
break;
case ItemTypeSinging:
new_bonus->singingMod += effect_value;
break;
switch (base2) {
case EQEmu::item::ItemTypeWindInstrument:
new_bonus->windMod += effect_value;
break;
case EQEmu::item::ItemTypeStringedInstrument:
new_bonus->stringedMod += effect_value;
break;
case EQEmu::item::ItemTypeBrassInstrument:
new_bonus->brassMod += effect_value;
break;
case EQEmu::item::ItemTypePercussionInstrument:
new_bonus->percussionMod += effect_value;
break;
case EQEmu::item::ItemTypeSinging:
new_bonus->singingMod += effect_value;
break;
default:
break;
}
break;
@@ -3202,7 +3203,7 @@ void NPC::CalcItemBonuses(StatBonuses *newbon)
if(newbon){
for (int i = 0; i < EQEmu::legacy::EQUIPMENT_SIZE; i++){
const Item_Struct *cur = database.GetItem(equipment[i]);
const EQEmu::Item_Struct *cur = database.GetItem(equipment[i]);
if(cur){
//basic stats
newbon->AC += cur->AC;
@@ -3257,12 +3258,12 @@ void NPC::CalcItemBonuses(StatBonuses *newbon)
if(cur->CombatEffects > 0) {
newbon->ProcChance += cur->CombatEffects;
}
if (cur->Worn.Effect>0 && (cur->Worn.Type == ET_WornEffect)) { // latent effects
if (cur->Worn.Effect>0 && (cur->Worn.Type == EQEmu::item::ItemEffectWorn)) { // latent effects
ApplySpellsBonuses(cur->Worn.Effect, cur->Worn.Level, newbon, 0, cur->Worn.Type);
}
if (RuleB(Spells, NPC_UseFocusFromItems)){
if (cur->Focus.Effect>0 && (cur->Focus.Type == ET_Focus)){ // focus effects
if (cur->Focus.Effect>0 && (cur->Focus.Type == EQEmu::item::ItemEffectFocus)){ // focus effects
ApplySpellsBonuses(cur->Focus.Effect, cur->Focus.Level, newbon);
}
}