Renamed EQEmu::Item_Struct to EQEmu::ItemBase to coincide with new inventory naming conventions (re-run shared_memory.exe)

This commit is contained in:
Uleat
2016-05-27 22:22:19 -04:00
parent a37a811014
commit 579efe83af
67 changed files with 391 additions and 393 deletions
+13 -13
View File
@@ -55,7 +55,7 @@ bool Mob::AttackAnimation(EQEmu::skills::SkillType &skillinuse, int Hand, const
// Determine animation
int type = 0;
if (weapon && weapon->IsClassCommon()) {
const EQEmu::Item_Struct* item = weapon->GetItem();
const EQEmu::ItemBase* item = weapon->GetItem();
Log.Out(Logs::Detail, Logs::Attack, "Weapon skill : %i", item->ItemType);
@@ -788,9 +788,9 @@ int32 Client::GetMeleeMitDmg(Mob *attacker, int32 damage, int32 minhit,
//Returns the weapon damage against the input mob
//if we cannot hit the mob with the current weapon we will get a value less than or equal to zero
//Else we know we can hit.
//GetWeaponDamage(mob*, const Item_Struct*) is intended to be used for mobs or any other situation where we do not have a client inventory item
//GetWeaponDamage(mob*, const ItemBase*) is intended to be used for mobs or any other situation where we do not have a client inventory item
//GetWeaponDamage(mob*, const ItemInst*) is intended to be used for situations where we have a client inventory item
int Mob::GetWeaponDamage(Mob *against, const EQEmu::Item_Struct *weapon_item) {
int Mob::GetWeaponDamage(Mob *against, const EQEmu::ItemBase *weapon_item) {
int dmg = 0;
int banedmg = 0;
@@ -1116,7 +1116,7 @@ bool Client::Attack(Mob* other, int Hand, bool bRiposte, bool IsStrikethrough, b
// Damage bonuses apply only to hits from the main hand (Hand == MainPrimary) by characters level 28 and above
// who belong to a melee class. If we're here, then all of these conditions apply.
ucDamageBonus = GetWeaponDamageBonus( weapon ? weapon->GetItem() : (const EQEmu::Item_Struct*) nullptr );
ucDamageBonus = GetWeaponDamageBonus(weapon ? weapon->GetItem() : (const EQEmu::ItemBase*) nullptr);
min_hit += (int) ucDamageBonus;
max_hit += (int) ucDamageBonus;
@@ -1127,7 +1127,7 @@ bool Client::Attack(Mob* other, int Hand, bool bRiposte, bool IsStrikethrough, b
if (Hand == EQEmu::legacy::SlotSecondary) {
if (aabonuses.SecondaryDmgInc || itembonuses.SecondaryDmgInc || spellbonuses.SecondaryDmgInc){
ucDamageBonus = GetWeaponDamageBonus(weapon ? weapon->GetItem() : (const EQEmu::Item_Struct*) nullptr, true );
ucDamageBonus = GetWeaponDamageBonus(weapon ? weapon->GetItem() : (const EQEmu::ItemBase*) nullptr, true);
min_hit += (int) ucDamageBonus;
max_hit += (int) ucDamageBonus;
@@ -1595,7 +1595,7 @@ bool NPC::Attack(Mob* other, int Hand, bool bRiposte, bool IsStrikethrough, bool
}
//figure out what weapon they are using, if any
const EQEmu::Item_Struct* weapon = nullptr;
const EQEmu::ItemBase* weapon = nullptr;
if (Hand == EQEmu::legacy::SlotPrimary && equipment[EQEmu::legacy::SlotPrimary] > 0)
weapon = database.GetItem(equipment[EQEmu::legacy::SlotPrimary]);
else if (equipment[EQEmu::legacy::SlotSecondary])
@@ -2517,7 +2517,7 @@ void Mob::DamageShield(Mob* attacker, bool spell_ds) {
}
}
uint8 Mob::GetWeaponDamageBonus(const EQEmu::Item_Struct *weapon, bool offhand)
uint8 Mob::GetWeaponDamageBonus(const EQEmu::ItemBase *weapon, bool offhand)
{
// dev quote with old and new formulas
// https://forums.daybreakgames.com/eq/index.php?threads/test-update-09-17-15.226618/page-5#post-3326194
@@ -3548,12 +3548,12 @@ void Mob::TryWeaponProc(const ItemInst* weapon_g, Mob *on, uint16 hand) {
}
if(!weapon_g) {
TrySpellProc(nullptr, (const EQEmu::Item_Struct*)nullptr, on);
TrySpellProc(nullptr, (const EQEmu::ItemBase*)nullptr, on);
return;
}
if (!weapon_g->IsClassCommon()) {
TrySpellProc(nullptr, (const EQEmu::Item_Struct*)nullptr, on);
TrySpellProc(nullptr, (const EQEmu::ItemBase*)nullptr, on);
return;
}
@@ -3566,7 +3566,7 @@ void Mob::TryWeaponProc(const ItemInst* weapon_g, Mob *on, uint16 hand) {
return;
}
void Mob::TryWeaponProc(const ItemInst *inst, const EQEmu::Item_Struct *weapon, Mob *on, uint16 hand)
void Mob::TryWeaponProc(const ItemInst *inst, const EQEmu::ItemBase *weapon, Mob *on, uint16 hand)
{
if (!weapon)
@@ -3619,7 +3619,7 @@ void Mob::TryWeaponProc(const ItemInst *inst, const EQEmu::Item_Struct *weapon,
const ItemInst *aug_i = inst->GetAugment(r);
if (!aug_i) // no aug, try next slot!
continue;
const EQEmu::Item_Struct *aug = aug_i->GetItem();
const EQEmu::ItemBase *aug = aug_i->GetItem();
if (!aug)
continue;
@@ -3649,7 +3649,7 @@ void Mob::TryWeaponProc(const ItemInst *inst, const EQEmu::Item_Struct *weapon,
return;
}
void Mob::TrySpellProc(const ItemInst *inst, const EQEmu::Item_Struct *weapon, Mob *on, uint16 hand)
void Mob::TrySpellProc(const ItemInst *inst, const EQEmu::ItemBase *weapon, Mob *on, uint16 hand)
{
float ProcBonus = static_cast<float>(spellbonuses.SpellProcChance +
itembonuses.SpellProcChance + aabonuses.SpellProcChance);
@@ -4506,7 +4506,7 @@ void Client::SetAttackTimer()
else //invalid slot (hands will always hit this)
continue;
const EQEmu::Item_Struct *ItemToUse = nullptr;
const EQEmu::ItemBase *ItemToUse = nullptr;
//find our item
ItemInst *ci = GetInv().GetItem(i);