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
+54 -58
View File
@@ -2382,9 +2382,9 @@ bool Mob::CanThisClassDualWield(void) const {
// 2HS, 2HB, or 2HP
if(pinst && pinst->IsWeapon()) {
const Item_Struct* item = pinst->GetItem();
const EQEmu::Item_Struct* item = pinst->GetItem();
if((item->ItemType == ItemType2HBlunt) || (item->ItemType == ItemType2HSlash) || (item->ItemType == ItemType2HPiercing))
if (item->IsType2HWeapon())
return false;
}
@@ -2754,7 +2754,7 @@ void Mob::SendArmorAppearance(Client *one_client)
{
if (!IsClient())
{
const Item_Struct *item;
const EQEmu::Item_Struct *item;
for (int i = 0; i < 7; ++i)
{
item = database.GetItem(GetEquipment(i));
@@ -2857,7 +2857,7 @@ int32 Mob::GetEquipmentMaterial(uint8 material_slot) const
{
uint32 equipmaterial = 0;
int32 ornamentationAugtype = RuleI(Character, OrnamentationAugmentType);
const Item_Struct *item;
const EQEmu::Item_Struct *item;
item = database.GetItem(GetEquipment(material_slot));
if (item != 0)
@@ -2910,7 +2910,7 @@ int32 Mob::GetHerosForgeModel(uint8 material_slot) const
if (material_slot >= 0 && material_slot < EQEmu::legacy::MaterialPrimary)
{
uint32 ornamentationAugtype = RuleI(Character, OrnamentationAugmentType);
const Item_Struct *item;
const EQEmu::Item_Struct *item;
item = database.GetItem(GetEquipment(material_slot));
int16 invslot = Inventory::CalcSlotFromMaterial(material_slot);
@@ -2964,7 +2964,7 @@ int32 Mob::GetHerosForgeModel(uint8 material_slot) const
uint32 Mob::GetEquipmentColor(uint8 material_slot) const
{
const Item_Struct *item;
const EQEmu::Item_Struct *item;
if (armor_tint[material_slot])
{
@@ -2980,7 +2980,7 @@ uint32 Mob::GetEquipmentColor(uint8 material_slot) const
uint32 Mob::IsEliteMaterialItem(uint8 material_slot) const
{
const Item_Struct *item;
const EQEmu::Item_Struct *item;
item = database.GetItem(GetEquipment(material_slot));
if(item != 0)
@@ -3896,7 +3896,7 @@ int32 Mob::GetItemStat(uint32 itemid, const char *identifier)
if (!inst)
return 0;
const Item_Struct* item = inst->GetItem();
const EQEmu::Item_Struct* item = inst->GetItem();
if (!item)
return 0;
@@ -5019,62 +5019,58 @@ void Mob::SlowMitigation(Mob* caster)
uint16 Mob::GetSkillByItemType(int ItemType)
{
switch (ItemType)
{
case ItemType1HSlash:
return Skill1HSlashing;
case ItemType2HSlash:
return Skill2HSlashing;
case ItemType1HPiercing:
switch (ItemType) {
case EQEmu::item::ItemType1HSlash:
return Skill1HSlashing;
case EQEmu::item::ItemType2HSlash:
return Skill2HSlashing;
case EQEmu::item::ItemType1HPiercing:
return Skill1HPiercing;
case EQEmu::item::ItemType1HBlunt:
return Skill1HBlunt;
case EQEmu::item::ItemType2HBlunt:
return Skill2HBlunt;
case EQEmu::item::ItemType2HPiercing:
if (IsClient() && CastToClient()->ClientVersion() < EQEmu::versions::ClientVersion::RoF2)
return Skill1HPiercing;
case ItemType1HBlunt:
return Skill1HBlunt;
case ItemType2HBlunt:
return Skill2HBlunt;
case ItemType2HPiercing:
if (IsClient() && CastToClient()->ClientVersion() < EQEmu::versions::ClientVersion::RoF2)
return Skill1HPiercing;
else
return Skill2HPiercing;
case ItemTypeBow:
return SkillArchery;
case ItemTypeLargeThrowing:
case ItemTypeSmallThrowing:
return SkillThrowing;
case ItemTypeMartial:
return SkillHandtoHand;
default:
return SkillHandtoHand;
else
return Skill2HPiercing;
case EQEmu::item::ItemTypeBow:
return SkillArchery;
case EQEmu::item::ItemTypeLargeThrowing:
case EQEmu::item::ItemTypeSmallThrowing:
return SkillThrowing;
case EQEmu::item::ItemTypeMartial:
return SkillHandtoHand;
default:
return SkillHandtoHand;
}
return SkillHandtoHand;
}
uint8 Mob::GetItemTypeBySkill(SkillUseTypes skill)
{
switch (skill)
{
case SkillThrowing:
return ItemTypeSmallThrowing;
case SkillArchery:
return ItemTypeArrow;
case Skill1HSlashing:
return ItemType1HSlash;
case Skill2HSlashing:
return ItemType2HSlash;
case Skill1HPiercing:
return ItemType1HPiercing;
case Skill2HPiercing: // watch for undesired client behavior
return ItemType2HPiercing;
case Skill1HBlunt:
return ItemType1HBlunt;
case Skill2HBlunt:
return ItemType2HBlunt;
case SkillHandtoHand:
return ItemTypeMartial;
default:
return ItemTypeMartial;
switch (skill) {
case SkillThrowing:
return EQEmu::item::ItemTypeSmallThrowing;
case SkillArchery:
return EQEmu::item::ItemTypeArrow;
case Skill1HSlashing:
return EQEmu::item::ItemType1HSlash;
case Skill2HSlashing:
return EQEmu::item::ItemType2HSlash;
case Skill1HPiercing:
return EQEmu::item::ItemType1HPiercing;
case Skill2HPiercing: // watch for undesired client behavior
return EQEmu::item::ItemType2HPiercing;
case Skill1HBlunt:
return EQEmu::item::ItemType1HBlunt;
case Skill2HBlunt:
return EQEmu::item::ItemType2HBlunt;
case SkillHandtoHand:
return EQEmu::item::ItemTypeMartial;
default:
return EQEmu::item::ItemTypeMartial;
}
return ItemTypeMartial;
}
@@ -5631,7 +5627,7 @@ int32 Mob::GetSpellStat(uint32 spell_id, const char *identifier, uint8 slot)
bool Mob::CanClassEquipItem(uint32 item_id)
{
const Item_Struct* itm = nullptr;
const EQEmu::Item_Struct* itm = nullptr;
itm = database.GetItem(item_id);
if (!itm)