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https://github.com/EQEmu/Server.git
synced 2026-05-17 03:08:26 +00:00
Moved struct Item_Struct into namespace EQEmu
This commit is contained in:
+12
-12
@@ -617,7 +617,7 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial, int level_ove
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#endif
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if(IsClient()){
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ItemInst* transI = CastToClient()->GetInv().GetItem(EQEmu::legacy::SlotCursor);
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if(transI && transI->IsType(ItemClassCommon) && transI->IsStackable()){
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if (transI && transI->IsClassCommon() && transI->IsStackable()){
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uint32 fcharges = transI->GetCharges();
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//Does it sound like meat... maybe should check if it looks like meat too...
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if(strstr(transI->GetItem()->Name, "meat") ||
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@@ -1132,7 +1132,7 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial, int level_ove
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case SE_SummonItem:
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{
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const Item_Struct *item = database.GetItem(spell.base[i]);
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const EQEmu::Item_Struct *item = database.GetItem(spell.base[i]);
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#ifdef SPELL_EFFECT_SPAM
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const char *itemname = item ? item->Name : "*Unknown Item*";
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snprintf(effect_desc, _EDLEN, "Summon Item: %s (id %d)", itemname, spell.base[i]);
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@@ -1168,14 +1168,14 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial, int level_ove
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}
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case SE_SummonItemIntoBag:
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{
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const Item_Struct *item = database.GetItem(spell.base[i]);
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const EQEmu::Item_Struct *item = database.GetItem(spell.base[i]);
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#ifdef SPELL_EFFECT_SPAM
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const char *itemname = item ? item->Name : "*Unknown Item*";
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snprintf(effect_desc, _EDLEN, "Summon Item In Bag: %s (id %d)", itemname, spell.base[i]);
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#endif
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uint8 slot;
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if (!SummonedItem || !SummonedItem->IsType(ItemClassContainer)) {
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if (!SummonedItem || !SummonedItem->IsClassBag()) {
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if (caster)
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caster->Message(13, "SE_SummonItemIntoBag but no bag has been summoned!");
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} else if ((slot = SummonedItem->FirstOpenSlot()) == 0xff) {
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@@ -5124,7 +5124,7 @@ uint16 Client::GetSympatheticFocusEffect(focusType type, uint16 spell_id) {
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//item focus
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if (itembonuses.FocusEffects[type]){
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const Item_Struct* TempItem = 0;
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const EQEmu::Item_Struct* TempItem = 0;
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for (int x = EQEmu::legacy::EQUIPMENT_BEGIN; x <= EQEmu::legacy::EQUIPMENT_END; x++)
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{
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@@ -5155,7 +5155,7 @@ uint16 Client::GetSympatheticFocusEffect(focusType type, uint16 spell_id) {
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aug = ins->GetAugment(y);
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if(aug)
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{
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const Item_Struct* TempItemAug = aug->GetItem();
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const EQEmu::Item_Struct* TempItemAug = aug->GetItem();
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if (TempItemAug && TempItemAug->Focus.Effect > 0 && IsValidSpell(TempItemAug->Focus.Effect)) {
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proc_spellid = CalcFocusEffect(type, TempItemAug->Focus.Effect, spell_id);
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if (IsValidSpell(proc_spellid)){
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@@ -5253,8 +5253,8 @@ int16 Client::GetFocusEffect(focusType type, uint16 spell_id)
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//Check if item focus effect exists for the client.
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if (itembonuses.FocusEffects[type]){
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const Item_Struct* TempItem = 0;
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const Item_Struct* UsedItem = 0;
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const EQEmu::Item_Struct* TempItem = 0;
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const EQEmu::Item_Struct* UsedItem = 0;
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uint16 UsedFocusID = 0;
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int16 Total = 0;
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int16 focus_max = 0;
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@@ -5301,7 +5301,7 @@ int16 Client::GetFocusEffect(focusType type, uint16 spell_id)
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aug = ins->GetAugment(y);
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if(aug)
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{
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const Item_Struct* TempItemAug = aug->GetItem();
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const EQEmu::Item_Struct* TempItemAug = aug->GetItem();
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if (TempItemAug && TempItemAug->Focus.Effect > 0 && TempItemAug->Focus.Effect != SPELL_UNKNOWN) {
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if(rand_effectiveness) {
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focus_max = CalcFocusEffect(type, TempItemAug->Focus.Effect, spell_id, true);
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@@ -5525,8 +5525,8 @@ int16 NPC::GetFocusEffect(focusType type, uint16 spell_id) {
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if (RuleB(Spells, NPC_UseFocusFromItems) && itembonuses.FocusEffects[type]){
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const Item_Struct* TempItem = 0;
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const Item_Struct* UsedItem = 0;
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const EQEmu::Item_Struct* TempItem = 0;
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const EQEmu::Item_Struct* UsedItem = 0;
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uint16 UsedFocusID = 0;
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int16 Total = 0;
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int16 focus_max = 0;
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@@ -5534,7 +5534,7 @@ int16 NPC::GetFocusEffect(focusType type, uint16 spell_id) {
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//item focus
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for (int i = 0; i < EQEmu::legacy::EQUIPMENT_SIZE; i++){
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const Item_Struct *cur = database.GetItem(equipment[i]);
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const EQEmu::Item_Struct *cur = database.GetItem(equipment[i]);
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if(!cur)
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continue;
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