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
+11 -10
View File
@@ -217,7 +217,7 @@ void Merc::CalcItemBonuses(StatBonuses* newbon) {
for (i = 0; i < EQEmu::legacy::SlotAmmo; i++) {
if(equipment[i] == 0)
continue;
const Item_Struct * itm = database.GetItem(equipment[i]);
const EQEmu::Item_Struct * itm = database.GetItem(equipment[i]);
if(itm)
AddItemBonuses(itm, newbon);
}
@@ -243,7 +243,7 @@ void Merc::CalcItemBonuses(StatBonuses* newbon) {
SetAttackTimer();
}
void Merc::AddItemBonuses(const Item_Struct *item, StatBonuses* newbon) {
void Merc::AddItemBonuses(const EQEmu::Item_Struct *item, StatBonuses* newbon) {
if(GetLevel() < item->ReqLevel)
{
@@ -456,11 +456,11 @@ void Merc::AddItemBonuses(const Item_Struct *item, StatBonuses* newbon) {
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);
}
@@ -1621,7 +1621,8 @@ void Merc::AI_Process() {
int weapontype = 0; // No weapon type
bool bIsFist = true;
if(bIsFist || ((weapontype != ItemType2HSlash) && (weapontype != ItemType2HPiercing) && (weapontype != ItemType2HBlunt)))
// why are we checking 'weapontype' when we know it's set to '0' above?
if (bIsFist || ((weapontype != EQEmu::item::ItemType2HSlash) && (weapontype != EQEmu::item::ItemType2HPiercing) && (weapontype != EQEmu::item::ItemType2HBlunt)))
{
float DualWieldProbability = 0.0f;
@@ -2544,8 +2545,8 @@ int16 Merc::GetFocusEffect(focusType type, uint16 spell_id) {
//Check if item focus effect exists for the client.
if (itembonuses.FocusEffects[type]){
const Item_Struct* TempItem = 0;
const Item_Struct* UsedItem = 0;
const EQEmu::Item_Struct* TempItem = 0;
const EQEmu::Item_Struct* UsedItem = 0;
uint16 UsedFocusID = 0;
int16 Total = 0;
int16 focus_max = 0;
@@ -4407,7 +4408,7 @@ void Merc::DoClassAttacks(Mob *target) {
DoAnim(animKick);
int32 dmg = 0;
if(GetWeaponDamage(target, (const Item_Struct*)nullptr) <= 0){
if(GetWeaponDamage(target, (const EQEmu::Item_Struct*)nullptr) <= 0){
dmg = -5;
}
else{
@@ -4429,7 +4430,7 @@ void Merc::DoClassAttacks(Mob *target) {
DoAnim(animTailRake);
int32 dmg = 0;
if(GetWeaponDamage(target, (const Item_Struct*)nullptr) <= 0){
if(GetWeaponDamage(target, (const EQEmu::Item_Struct*)nullptr) <= 0){
dmg = -5;
}
else{
@@ -5061,7 +5062,7 @@ void Merc::UpdateEquipmentLight()
auto item = database.GetItem((*iter)->item_id);
if (item == nullptr) { continue; }
if (item->ItemClass != ItemClassCommon) { continue; }
if (!item->IsClassCommon()) { continue; }
if (item->Light < 9 || item->Light > 13) { continue; }
if (EQEmu::lightsource::TypeToLevel(item->Light))