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