mirror of
https://github.com/EQEmu/Server.git
synced 2026-05-17 07:18:37 +00:00
Renamed struct EQEmu::ItemBase to EQEmu::ItemData and class ItemInst to EQEmu::ItemInstance
This commit is contained in:
+22
-22
@@ -51,12 +51,12 @@ extern WorldServer worldserver;
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extern EntityList entity_list;
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extern Zone* zone;
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bool Mob::AttackAnimation(EQEmu::skills::SkillType &skillinuse, int Hand, const ItemInst* weapon)
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bool Mob::AttackAnimation(EQEmu::skills::SkillType &skillinuse, int Hand, const EQEmu::ItemInstance* weapon)
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{
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// Determine animation
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int type = 0;
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if (weapon && weapon->IsClassCommon()) {
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const EQEmu::ItemBase* item = weapon->GetItem();
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const EQEmu::ItemData* item = weapon->GetItem();
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Log.Out(Logs::Detail, Logs::Attack, "Weapon skill : %i", item->ItemType);
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@@ -786,9 +786,9 @@ int32 Client::GetMeleeMitDmg(Mob *attacker, int32 damage, int32 minhit,
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//Returns the weapon damage against the input mob
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//if we cannot hit the mob with the current weapon we will get a value less than or equal to zero
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//Else we know we can hit.
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//GetWeaponDamage(mob*, const ItemBase*) is intended to be used for mobs or any other situation where we do not have a client inventory item
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//GetWeaponDamage(mob*, const ItemInst*) is intended to be used for situations where we have a client inventory item
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int Mob::GetWeaponDamage(Mob *against, const EQEmu::ItemBase *weapon_item) {
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//GetWeaponDamage(mob*, const EQEmu::ItemData*) is intended to be used for mobs or any other situation where we do not have a client inventory item
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//GetWeaponDamage(mob*, const EQEmu::ItemInstance*) is intended to be used for situations where we have a client inventory item
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int Mob::GetWeaponDamage(Mob *against, const EQEmu::ItemData *weapon_item) {
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int dmg = 0;
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int banedmg = 0;
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@@ -888,7 +888,7 @@ int Mob::GetWeaponDamage(Mob *against, const EQEmu::ItemBase *weapon_item) {
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return dmg;
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}
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int Mob::GetWeaponDamage(Mob *against, const ItemInst *weapon_item, uint32 *hate)
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int Mob::GetWeaponDamage(Mob *against, const EQEmu::ItemInstance *weapon_item, uint32 *hate)
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{
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int dmg = 0;
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int banedmg = 0;
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@@ -927,7 +927,7 @@ int Mob::GetWeaponDamage(Mob *against, const ItemInst *weapon_item, uint32 *hate
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} else {
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bool MagicGloves = false;
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if (IsClient()) {
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const ItemInst *gloves = CastToClient()->GetInv().GetItem(EQEmu::legacy::SlotHands);
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const EQEmu::ItemInstance *gloves = CastToClient()->GetInv().GetItem(EQEmu::legacy::SlotHands);
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if (gloves)
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MagicGloves = gloves->GetItemMagical(true);
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}
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@@ -1035,7 +1035,7 @@ bool Client::Attack(Mob* other, int Hand, bool bRiposte, bool IsStrikethrough, b
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if (GetFeigned())
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return false; // Rogean: How can you attack while feigned? Moved up from Aggro Code.
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ItemInst* weapon;
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EQEmu::ItemInstance* weapon;
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if (Hand == EQEmu::legacy::SlotSecondary){ // Kaiyodo - Pick weapon from the attacking hand
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weapon = GetInv().GetItem(EQEmu::legacy::SlotSecondary);
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OffHandAtk(true);
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@@ -1114,7 +1114,7 @@ bool Client::Attack(Mob* other, int Hand, bool bRiposte, bool IsStrikethrough, b
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// Damage bonuses apply only to hits from the main hand (Hand == MainPrimary) by characters level 28 and above
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// who belong to a melee class. If we're here, then all of these conditions apply.
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ucDamageBonus = GetWeaponDamageBonus(weapon ? weapon->GetItem() : (const EQEmu::ItemBase*) nullptr);
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ucDamageBonus = GetWeaponDamageBonus(weapon ? weapon->GetItem() : (const EQEmu::ItemData*) nullptr);
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min_hit += (int) ucDamageBonus;
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max_hit += (int) ucDamageBonus;
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@@ -1125,7 +1125,7 @@ bool Client::Attack(Mob* other, int Hand, bool bRiposte, bool IsStrikethrough, b
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if (Hand == EQEmu::legacy::SlotSecondary) {
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if (aabonuses.SecondaryDmgInc || itembonuses.SecondaryDmgInc || spellbonuses.SecondaryDmgInc){
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ucDamageBonus = GetWeaponDamageBonus(weapon ? weapon->GetItem() : (const EQEmu::ItemBase*) nullptr, true);
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ucDamageBonus = GetWeaponDamageBonus(weapon ? weapon->GetItem() : (const EQEmu::ItemData*) nullptr, true);
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min_hit += (int) ucDamageBonus;
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max_hit += (int) ucDamageBonus;
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@@ -1593,7 +1593,7 @@ bool NPC::Attack(Mob* other, int Hand, bool bRiposte, bool IsStrikethrough, bool
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}
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//figure out what weapon they are using, if any
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const EQEmu::ItemBase* weapon = nullptr;
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const EQEmu::ItemData* weapon = nullptr;
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if (Hand == EQEmu::legacy::SlotPrimary && equipment[EQEmu::legacy::SlotPrimary] > 0)
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weapon = database.GetItem(equipment[EQEmu::legacy::SlotPrimary]);
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else if (equipment[EQEmu::legacy::SlotSecondary])
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@@ -1645,7 +1645,7 @@ bool NPC::Attack(Mob* other, int Hand, bool bRiposte, bool IsStrikethrough, bool
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//do attack animation regardless of whether or not we can hit below
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int16 charges = 0;
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ItemInst weapon_inst(weapon, charges);
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EQEmu::ItemInstance weapon_inst(weapon, charges);
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AttackAnimation(skillinuse, Hand, &weapon_inst);
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//basically "if not immune" then do the attack
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@@ -2515,7 +2515,7 @@ void Mob::DamageShield(Mob* attacker, bool spell_ds) {
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}
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}
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uint8 Mob::GetWeaponDamageBonus(const EQEmu::ItemBase *weapon, bool offhand)
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uint8 Mob::GetWeaponDamageBonus(const EQEmu::ItemData *weapon, bool offhand)
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{
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// dev quote with old and new formulas
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// https://forums.daybreakgames.com/eq/index.php?threads/test-update-09-17-15.226618/page-5#post-3326194
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@@ -3526,7 +3526,7 @@ void Mob::TryDefensiveProc(Mob *on, uint16 hand) {
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}
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}
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void Mob::TryWeaponProc(const ItemInst* weapon_g, Mob *on, uint16 hand) {
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void Mob::TryWeaponProc(const EQEmu::ItemInstance* weapon_g, Mob *on, uint16 hand) {
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if(!on) {
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SetTarget(nullptr);
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Log.Out(Logs::General, Logs::Error, "A null Mob object was passed to Mob::TryWeaponProc for evaluation!");
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@@ -3544,12 +3544,12 @@ void Mob::TryWeaponProc(const ItemInst* weapon_g, Mob *on, uint16 hand) {
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}
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if(!weapon_g) {
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TrySpellProc(nullptr, (const EQEmu::ItemBase*)nullptr, on);
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TrySpellProc(nullptr, (const EQEmu::ItemData*)nullptr, on);
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return;
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}
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if (!weapon_g->IsClassCommon()) {
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TrySpellProc(nullptr, (const EQEmu::ItemBase*)nullptr, on);
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TrySpellProc(nullptr, (const EQEmu::ItemData*)nullptr, on);
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return;
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}
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@@ -3562,7 +3562,7 @@ void Mob::TryWeaponProc(const ItemInst* weapon_g, Mob *on, uint16 hand) {
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return;
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}
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void Mob::TryWeaponProc(const ItemInst *inst, const EQEmu::ItemBase *weapon, Mob *on, uint16 hand)
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void Mob::TryWeaponProc(const EQEmu::ItemInstance *inst, const EQEmu::ItemData *weapon, Mob *on, uint16 hand)
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{
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if (!weapon)
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@@ -3612,10 +3612,10 @@ void Mob::TryWeaponProc(const ItemInst *inst, const EQEmu::ItemBase *weapon, Mob
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if (!proced && inst) {
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for (int r = 0; r < EQEmu::legacy::ITEM_COMMON_SIZE; r++) {
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const ItemInst *aug_i = inst->GetAugment(r);
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const EQEmu::ItemInstance *aug_i = inst->GetAugment(r);
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if (!aug_i) // no aug, try next slot!
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continue;
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const EQEmu::ItemBase *aug = aug_i->GetItem();
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const EQEmu::ItemData *aug = aug_i->GetItem();
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if (!aug)
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continue;
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@@ -3645,7 +3645,7 @@ void Mob::TryWeaponProc(const ItemInst *inst, const EQEmu::ItemBase *weapon, Mob
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return;
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}
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void Mob::TrySpellProc(const ItemInst *inst, const EQEmu::ItemBase *weapon, Mob *on, uint16 hand)
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void Mob::TrySpellProc(const EQEmu::ItemInstance *inst, const EQEmu::ItemData *weapon, Mob *on, uint16 hand)
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{
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float ProcBonus = static_cast<float>(spellbonuses.SpellProcChance +
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itembonuses.SpellProcChance + aabonuses.SpellProcChance);
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@@ -4489,10 +4489,10 @@ void Client::SetAttackTimer()
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else //invalid slot (hands will always hit this)
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continue;
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const EQEmu::ItemBase *ItemToUse = nullptr;
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const EQEmu::ItemData *ItemToUse = nullptr;
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//find our item
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ItemInst *ci = GetInv().GetItem(i);
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EQEmu::ItemInstance *ci = GetInv().GetItem(i);
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if (ci)
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ItemToUse = ci->GetItem();
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