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
+19 -19
View File
@@ -43,7 +43,6 @@ class EGNode;
class Client;
class EQApplicationPacket;
class Group;
class ItemInst;
class NPC;
class Raid;
struct NewSpawn_Struct;
@@ -51,7 +50,8 @@ struct PlayerPositionUpdateServer_Struct;
namespace EQEmu
{
struct ItemBase;
struct ItemData;
class ItemInstance;
}
class Mob : public Entity {
@@ -215,7 +215,7 @@ public:
inline bool SeeImprovedHide() const { return see_improved_hide; }
bool IsInvisible(Mob* other = 0) const;
void SetInvisible(uint8 state);
bool AttackAnimation(EQEmu::skills::SkillType &skillinuse, int Hand, const ItemInst* weapon);
bool AttackAnimation(EQEmu::skills::SkillType &skillinuse, int Hand, const EQEmu::ItemInstance* weapon);
//Song
bool UseBardSpellLogic(uint16 spell_id = 0xffff, int slot = -1);
@@ -242,8 +242,8 @@ public:
int resist_override = 0, bool CharismaCheck = false, bool CharmTick = false, bool IsRoot = false,
int level_override = -1);
int ResistPhysical(int level_diff, uint8 caster_level);
int ResistElementalWeaponDmg(const ItemInst *item);
int CheckBaneDamage(const ItemInst *item);
int ResistElementalWeaponDmg(const EQEmu::ItemInstance *item);
int CheckBaneDamage(const EQEmu::ItemInstance *item);
uint16 GetSpecializeSkillValue(uint16 spell_id) const;
void SendSpellBarDisable();
void SendSpellBarEnable(uint16 spellid);
@@ -774,7 +774,7 @@ public:
virtual int GetHaste();
int32 GetMeleeMitigation();
uint8 GetWeaponDamageBonus(const EQEmu::ItemBase* weapon, bool offhand = false);
uint8 GetWeaponDamageBonus(const EQEmu::ItemData* weapon, bool offhand = false);
uint16 GetDamageTable(EQEmu::skills::SkillType skillinuse);
virtual int GetHandToHandDamage(void);
@@ -799,10 +799,10 @@ public:
int32 ReduceAllDamage(int32 damage);
virtual void DoSpecialAttackDamage(Mob *who, EQEmu::skills::SkillType skill, int32 max_damage, int32 min_damage = 1, int32 hate_override = -1, int ReuseTime = 10, bool CheckHitChance = false, bool CanAvoid = true);
virtual void DoThrowingAttackDmg(Mob* other, const ItemInst* RangeWeapon = nullptr, const EQEmu::ItemBase* AmmoItem = nullptr, uint16 weapon_damage = 0, int16 chance_mod = 0, int16 focus = 0, int ReuseTime = 0, uint32 range_id = 0, int AmmoSlot = 0, float speed = 4.0f);
virtual void DoThrowingAttackDmg(Mob* other, const EQEmu::ItemInstance* RangeWeapon = nullptr, const EQEmu::ItemData* AmmoItem = nullptr, uint16 weapon_damage = 0, int16 chance_mod = 0, int16 focus = 0, int ReuseTime = 0, uint32 range_id = 0, int AmmoSlot = 0, float speed = 4.0f);
virtual void DoMeleeSkillAttackDmg(Mob* other, uint16 weapon_damage, EQEmu::skills::SkillType skillinuse, int16 chance_mod = 0, int16 focus = 0, bool CanRiposte = false, int ReuseTime = 0);
virtual void DoArcheryAttackDmg(Mob* other, const ItemInst* RangeWeapon = nullptr, const ItemInst* Ammo = nullptr, uint16 weapon_damage = 0, int16 chance_mod = 0, int16 focus = 0, int ReuseTime = 0, uint32 range_id = 0, uint32 ammo_id = 0, const EQEmu::ItemBase *AmmoItem = nullptr, int AmmoSlot = 0, float speed = 4.0f);
bool TryProjectileAttack(Mob* other, const EQEmu::ItemBase *item, EQEmu::skills::SkillType skillInUse, uint16 weapon_dmg, const ItemInst* RangeWeapon, const ItemInst* Ammo, int AmmoSlot, float speed);
virtual void DoArcheryAttackDmg(Mob* other, const EQEmu::ItemInstance* RangeWeapon = nullptr, const EQEmu::ItemInstance* Ammo = nullptr, uint16 weapon_damage = 0, int16 chance_mod = 0, int16 focus = 0, int ReuseTime = 0, uint32 range_id = 0, uint32 ammo_id = 0, const EQEmu::ItemData *AmmoItem = nullptr, int AmmoSlot = 0, float speed = 4.0f);
bool TryProjectileAttack(Mob* other, const EQEmu::ItemData *item, EQEmu::skills::SkillType skillInUse, uint16 weapon_dmg, const EQEmu::ItemInstance* RangeWeapon, const EQEmu::ItemInstance* Ammo, int AmmoSlot, float speed);
void ProjectileAttack();
inline bool HasProjectileAttack() const { return ActiveProjectileATK; }
inline void SetProjectileAttack(bool value) { ActiveProjectileATK = value; }
@@ -921,7 +921,7 @@ public:
// HP Event
inline int GetNextHPEvent() const { return nexthpevent; }
void SetNextHPEvent( int hpevent );
void SendItemAnimation(Mob *to, const EQEmu::ItemBase *item, EQEmu::skills::SkillType skillInUse, float velocity = 4.0);
void SendItemAnimation(Mob *to, const EQEmu::ItemData *item, EQEmu::skills::SkillType skillInUse, float velocity = 4.0);
inline int& GetNextIncHPEvent() { return nextinchpevent; }
void SetNextIncHPEvent( int inchpevent );
@@ -985,9 +985,9 @@ public:
int32 mod_frenzy_damage(int32 dmg);
int32 mod_monk_special_damage(int32 ndamage, EQEmu::skills::SkillType skill_type);
int32 mod_backstab_damage(int32 ndamage);
int mod_archery_bonus_chance(int bonuschance, const ItemInst* RangeWeapon);
uint32 mod_archery_bonus_damage(uint32 MaxDmg, const ItemInst* RangeWeapon);
int32 mod_archery_damage(int32 TotalDmg, bool hasbonus, const ItemInst* RangeWeapon);
int mod_archery_bonus_chance(int bonuschance, const EQEmu::ItemInstance* RangeWeapon);
uint32 mod_archery_bonus_damage(uint32 MaxDmg, const EQEmu::ItemInstance* RangeWeapon);
int32 mod_archery_damage(int32 TotalDmg, bool hasbonus, const EQEmu::ItemInstance* RangeWeapon);
uint16 mod_throwing_damage(uint16 MaxDmg);
int32 mod_cast_time(int32 cast_time);
int mod_buff_duration(int res, Mob* caster, Mob* target, uint16 spell_id);
@@ -1159,18 +1159,18 @@ protected:
bool PassLimitToSkill(uint16 spell_id, uint16 skill);
bool PassLimitClass(uint32 Classes_, uint16 Class_);
void TryDefensiveProc(Mob *on, uint16 hand = EQEmu::legacy::SlotPrimary);
void TryWeaponProc(const ItemInst* inst, const EQEmu::ItemBase* weapon, Mob *on, uint16 hand = EQEmu::legacy::SlotPrimary);
void TrySpellProc(const ItemInst* inst, const EQEmu::ItemBase* weapon, Mob *on, uint16 hand = EQEmu::legacy::SlotPrimary);
void TryWeaponProc(const ItemInst* weapon, Mob *on, uint16 hand = EQEmu::legacy::SlotPrimary);
void ExecWeaponProc(const ItemInst* weapon, uint16 spell_id, Mob *on, int level_override = -1);
void TryWeaponProc(const EQEmu::ItemInstance* inst, const EQEmu::ItemData* weapon, Mob *on, uint16 hand = EQEmu::legacy::SlotPrimary);
void TrySpellProc(const EQEmu::ItemInstance* inst, const EQEmu::ItemData* weapon, Mob *on, uint16 hand = EQEmu::legacy::SlotPrimary);
void TryWeaponProc(const EQEmu::ItemInstance* weapon, Mob *on, uint16 hand = EQEmu::legacy::SlotPrimary);
void ExecWeaponProc(const EQEmu::ItemInstance* weapon, uint16 spell_id, Mob *on, int level_override = -1);
virtual float GetProcChances(float ProcBonus, uint16 hand = EQEmu::legacy::SlotPrimary);
virtual float GetDefensiveProcChances(float &ProcBonus, float &ProcChance, uint16 hand = EQEmu::legacy::SlotPrimary, Mob *on = nullptr);
virtual float GetSpecialProcChances(uint16 hand);
virtual float GetAssassinateProcChances(uint16 ReuseTime);
virtual float GetSkillProcChances(uint16 ReuseTime, uint16 hand = 0); // hand = MainCharm?
uint16 GetWeaponSpeedbyHand(uint16 hand);
int GetWeaponDamage(Mob *against, const EQEmu::ItemBase *weapon_item);
int GetWeaponDamage(Mob *against, const ItemInst *weapon_item, uint32 *hate = nullptr);
int GetWeaponDamage(Mob *against, const EQEmu::ItemData *weapon_item);
int GetWeaponDamage(Mob *against, const EQEmu::ItemInstance *weapon_item, uint32 *hate = nullptr);
int GetKickDamage();
int GetBashDamage();
virtual void ApplySpecialAttackMod(EQEmu::skills::SkillType skill, int32 &dmg, int32 &mindmg);