Renamed struct EQEmu::ItemBase to EQEmu::ItemData and class ItemInst to EQEmu::ItemInstance

This commit is contained in:
Uleat
2016-10-16 05:10:54 -04:00
parent decaadfe7d
commit 8b5dd58e96
93 changed files with 1492 additions and 1455 deletions
+20 -20
View File
@@ -2374,12 +2374,12 @@ bool Mob::CanThisClassDualWield(void) const {
return(GetSkill(EQEmu::skills::SkillDualWield) > 0);
}
else if (CastToClient()->HasSkill(EQEmu::skills::SkillDualWield)) {
const ItemInst* pinst = CastToClient()->GetInv().GetItem(EQEmu::legacy::SlotPrimary);
const ItemInst* sinst = CastToClient()->GetInv().GetItem(EQEmu::legacy::SlotSecondary);
const EQEmu::ItemInstance* pinst = CastToClient()->GetInv().GetItem(EQEmu::legacy::SlotPrimary);
const EQEmu::ItemInstance* sinst = CastToClient()->GetInv().GetItem(EQEmu::legacy::SlotSecondary);
// 2HS, 2HB, or 2HP
if(pinst && pinst->IsWeapon()) {
const EQEmu::ItemBase* item = pinst->GetItem();
const EQEmu::ItemData* item = pinst->GetItem();
if (item->IsType2HWeapon())
return false;
@@ -2749,7 +2749,7 @@ void Mob::SendArmorAppearance(Client *one_client)
{
if (!IsClient())
{
const EQEmu::ItemBase *item;
const EQEmu::ItemData *item;
for (int i = 0; i < 7; ++i)
{
item = database.GetItem(GetEquipment(i));
@@ -2852,7 +2852,7 @@ int32 Mob::GetEquipmentMaterial(uint8 material_slot) const
{
uint32 equipmaterial = 0;
int32 ornamentationAugtype = RuleI(Character, OrnamentationAugmentType);
const EQEmu::ItemBase *item;
const EQEmu::ItemData *item;
item = database.GetItem(GetEquipment(material_slot));
if (item != 0)
@@ -2867,7 +2867,7 @@ int32 Mob::GetEquipmentMaterial(uint8 material_slot) const
{
return 0;
}
const ItemInst* inst = CastToClient()->m_inv[invslot];
const EQEmu::ItemInstance* inst = CastToClient()->m_inv[invslot];
if (inst)
{
if (inst->GetOrnamentationAug(ornamentationAugtype))
@@ -2905,7 +2905,7 @@ int32 Mob::GetHerosForgeModel(uint8 material_slot) const
if (material_slot >= 0 && material_slot < EQEmu::textures::TexturePrimary)
{
uint32 ornamentationAugtype = RuleI(Character, OrnamentationAugmentType);
const EQEmu::ItemBase *item;
const EQEmu::ItemData *item;
item = database.GetItem(GetEquipment(material_slot));
int16 invslot = Inventory::CalcSlotFromMaterial(material_slot);
@@ -2913,7 +2913,7 @@ int32 Mob::GetHerosForgeModel(uint8 material_slot) const
{
if (IsClient())
{
const ItemInst* inst = CastToClient()->m_inv[invslot];
const EQEmu::ItemInstance* inst = CastToClient()->m_inv[invslot];
if (inst)
{
if (inst->GetOrnamentationAug(ornamentationAugtype))
@@ -2959,7 +2959,7 @@ int32 Mob::GetHerosForgeModel(uint8 material_slot) const
uint32 Mob::GetEquipmentColor(uint8 material_slot) const
{
const EQEmu::ItemBase *item;
const EQEmu::ItemData *item;
if (armor_tint.Slot[material_slot].Color)
{
@@ -2975,7 +2975,7 @@ uint32 Mob::GetEquipmentColor(uint8 material_slot) const
uint32 Mob::IsEliteMaterialItem(uint8 material_slot) const
{
const EQEmu::ItemBase *item;
const EQEmu::ItemData *item;
item = database.GetItem(GetEquipment(material_slot));
if(item != 0)
@@ -3187,7 +3187,7 @@ int32 Mob::GetActSpellCasttime(uint16 spell_id, int32 casttime) {
return casttime;
}
void Mob::ExecWeaponProc(const ItemInst *inst, uint16 spell_id, Mob *on, int level_override) {
void Mob::ExecWeaponProc(const EQEmu::ItemInstance *inst, uint16 spell_id, Mob *on, int level_override) {
// Changed proc targets to look up based on the spells goodEffect flag.
// This should work for the majority of weapons.
if(spell_id == SPELL_UNKNOWN || on->GetSpecialAbility(NO_HARM_FROM_CLIENT)) {
@@ -3208,9 +3208,9 @@ void Mob::ExecWeaponProc(const ItemInst *inst, uint16 spell_id, Mob *on, int lev
if(inst && IsClient()) {
//const cast is dirty but it would require redoing a ton of interfaces at this point
//It should be safe as we don't have any truly const ItemInst floating around anywhere.
//It should be safe as we don't have any truly const EQEmu::ItemInstance floating around anywhere.
//So we'll live with it for now
int i = parse->EventItem(EVENT_WEAPON_PROC, CastToClient(), const_cast<ItemInst*>(inst), on, "", spell_id);
int i = parse->EventItem(EVENT_WEAPON_PROC, CastToClient(), const_cast<EQEmu::ItemInstance*>(inst), on, "", spell_id);
if(i != 0) {
return;
}
@@ -3888,11 +3888,11 @@ void Mob::TrySympatheticProc(Mob *target, uint32 spell_id)
int32 Mob::GetItemStat(uint32 itemid, const char *identifier)
{
const ItemInst* inst = database.CreateItem(itemid);
const EQEmu::ItemInstance* inst = database.CreateItem(itemid);
if (!inst)
return 0;
const EQEmu::ItemBase* item = inst->GetItem();
const EQEmu::ItemData* item = inst->GetItem();
if (!item)
return 0;
@@ -5623,7 +5623,7 @@ int32 Mob::GetSpellStat(uint32 spell_id, const char *identifier, uint8 slot)
bool Mob::CanClassEquipItem(uint32 item_id)
{
const EQEmu::ItemBase* itm = nullptr;
const EQEmu::ItemData* itm = nullptr;
itm = database.GetItem(item_id);
if (!itm)
@@ -5692,9 +5692,9 @@ int32 Mob::GetMeleeMitigation() {
}
/* this is the mob being attacked.
* Pass in the weapon's ItemInst
* Pass in the weapon's EQEmu::ItemInstance
*/
int Mob::ResistElementalWeaponDmg(const ItemInst *item)
int Mob::ResistElementalWeaponDmg(const EQEmu::ItemInstance *item)
{
if (!item)
return 0;
@@ -5844,9 +5844,9 @@ int Mob::ResistElementalWeaponDmg(const ItemInst *item)
}
/* this is the mob being attacked.
* Pass in the weapon's ItemInst
* Pass in the weapon's EQEmu::ItemInstance
*/
int Mob::CheckBaneDamage(const ItemInst *item)
int Mob::CheckBaneDamage(const EQEmu::ItemInstance *item)
{
if (!item)
return 0;