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
@@ -48,7 +48,7 @@ extern WorldServer worldserver;
bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial, int level_override)
{
int caster_level, buffslot, effect, effect_value, i;
ItemInst *SummonedItem=nullptr;
EQEmu::ItemInstance *SummonedItem=nullptr;
#ifdef SPELL_EFFECT_SPAM
#define _EDLEN 200
char effect_desc[_EDLEN];
@@ -61,7 +61,7 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial, int level_ove
bool c_override = false;
if (caster && caster->IsClient() && GetCastedSpellInvSlot() > 0) {
const ItemInst *inst = caster->CastToClient()->GetInv().GetItem(GetCastedSpellInvSlot());
const EQEmu::ItemInstance *inst = caster->CastToClient()->GetInv().GetItem(GetCastedSpellInvSlot());
if (inst) {
if (inst->GetItem()->Click.Level > 0) {
caster_level = inst->GetItem()->Click.Level;
@@ -622,7 +622,7 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial, int level_ove
snprintf(effect_desc, _EDLEN, "Flesh To Bone");
#endif
if(IsClient()){
ItemInst* transI = CastToClient()->GetInv().GetItem(EQEmu::legacy::SlotCursor);
EQEmu::ItemInstance* transI = CastToClient()->GetInv().GetItem(EQEmu::legacy::SlotCursor);
if (transI && transI->IsClassCommon() && transI->IsStackable()){
uint32 fcharges = transI->GetCharges();
//Does it sound like meat... maybe should check if it looks like meat too...
@@ -1148,7 +1148,7 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial, int level_ove
case SE_SummonItem:
{
const EQEmu::ItemBase *item = database.GetItem(spell.base[i]);
const EQEmu::ItemData *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]);
@@ -1184,7 +1184,7 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial, int level_ove
}
case SE_SummonItemIntoBag:
{
const EQEmu::ItemBase *item = database.GetItem(spell.base[i]);
const EQEmu::ItemData *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]);
@@ -1213,7 +1213,7 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial, int level_ove
if (charges < 1)
charges = 1;
ItemInst *SubItem = database.CreateItem(spell.base[i], charges);
EQEmu::ItemInstance *SubItem = database.CreateItem(spell.base[i], charges);
if (SubItem != nullptr) {
SummonedItem->PutItem(slot, *SubItem);
safe_delete(SubItem);
@@ -5172,7 +5172,7 @@ uint16 Client::GetSympatheticFocusEffect(focusType type, uint16 spell_id) {
//item focus
if (itembonuses.FocusEffects[type]){
const EQEmu::ItemBase* TempItem = 0;
const EQEmu::ItemData* TempItem = 0;
for (int x = EQEmu::legacy::EQUIPMENT_BEGIN; x <= EQEmu::legacy::EQUIPMENT_END; x++)
{
@@ -5180,7 +5180,7 @@ uint16 Client::GetSympatheticFocusEffect(focusType type, uint16 spell_id) {
continue;
TempItem = nullptr;
ItemInst* ins = GetInv().GetItem(x);
EQEmu::ItemInstance* ins = GetInv().GetItem(x);
if (!ins)
continue;
TempItem = ins->GetItem();
@@ -5199,11 +5199,11 @@ uint16 Client::GetSympatheticFocusEffect(focusType type, uint16 spell_id) {
if (SympatheticProcList.size() > MAX_SYMPATHETIC_PROCS)
continue;
ItemInst *aug = nullptr;
EQEmu::ItemInstance *aug = nullptr;
aug = ins->GetAugment(y);
if(aug)
{
const EQEmu::ItemBase* TempItemAug = aug->GetItem();
const EQEmu::ItemData* 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)){
@@ -5301,8 +5301,8 @@ int16 Client::GetFocusEffect(focusType type, uint16 spell_id)
//Check if item focus effect exists for the client.
if (itembonuses.FocusEffects[type]){
const EQEmu::ItemBase* TempItem = 0;
const EQEmu::ItemBase* UsedItem = 0;
const EQEmu::ItemData* TempItem = 0;
const EQEmu::ItemData* UsedItem = 0;
uint16 UsedFocusID = 0;
int16 Total = 0;
int16 focus_max = 0;
@@ -5312,7 +5312,7 @@ int16 Client::GetFocusEffect(focusType type, uint16 spell_id)
for (int x = EQEmu::legacy::EQUIPMENT_BEGIN; x <= EQEmu::legacy::EQUIPMENT_END; x++)
{
TempItem = nullptr;
ItemInst* ins = GetInv().GetItem(x);
EQEmu::ItemInstance* ins = GetInv().GetItem(x);
if (!ins)
continue;
TempItem = ins->GetItem();
@@ -5345,11 +5345,11 @@ int16 Client::GetFocusEffect(focusType type, uint16 spell_id)
for (int y = AUG_INDEX_BEGIN; y < EQEmu::legacy::ITEM_COMMON_SIZE; ++y)
{
ItemInst *aug = nullptr;
EQEmu::ItemInstance *aug = nullptr;
aug = ins->GetAugment(y);
if(aug)
{
const EQEmu::ItemBase* TempItemAug = aug->GetItem();
const EQEmu::ItemData* 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);
@@ -5384,7 +5384,7 @@ int16 Client::GetFocusEffect(focusType type, uint16 spell_id)
for (int x = EQEmu::legacy::TRIBUTE_BEGIN; x <= EQEmu::legacy::TRIBUTE_END; ++x)
{
TempItem = nullptr;
ItemInst* ins = GetInv().GetItem(x);
EQEmu::ItemInstance* ins = GetInv().GetItem(x);
if (!ins)
continue;
TempItem = ins->GetItem();
@@ -5573,8 +5573,8 @@ int16 NPC::GetFocusEffect(focusType type, uint16 spell_id) {
if (RuleB(Spells, NPC_UseFocusFromItems) && itembonuses.FocusEffects[type]){
const EQEmu::ItemBase* TempItem = 0;
const EQEmu::ItemBase* UsedItem = 0;
const EQEmu::ItemData* TempItem = 0;
const EQEmu::ItemData* UsedItem = 0;
uint16 UsedFocusID = 0;
int16 Total = 0;
int16 focus_max = 0;
@@ -5582,7 +5582,7 @@ int16 NPC::GetFocusEffect(focusType type, uint16 spell_id) {
//item focus
for (int i = 0; i < EQEmu::legacy::EQUIPMENT_SIZE; i++){
const EQEmu::ItemBase *cur = database.GetItem(equipment[i]);
const EQEmu::ItemData *cur = database.GetItem(equipment[i]);
if(!cur)
continue;