Added class EQEmu::InventorySlot

This commit is contained in:
Uleat
2016-10-16 21:36:39 -04:00
parent 8b5dd58e96
commit bfd07b1010
69 changed files with 1852 additions and 1391 deletions
+21 -21
View File
@@ -582,13 +582,13 @@ int32 Client::Tune_GetMeleeMitDmg(Mob* GM, Mob *attacker, int32 damage, int32 mi
int32 Client::GetMeleeDamage(Mob* other, bool GetMinDamage)
{
int Hand = EQEmu::legacy::SlotPrimary;
int Hand = EQEmu::inventory::slotPrimary;
if (!other)
return 0;
EQEmu::ItemInstance* weapon;
weapon = GetInv().GetItem(EQEmu::legacy::SlotPrimary);
weapon = GetInv().GetItem(EQEmu::inventory::slotPrimary);
if(weapon != nullptr) {
if (!weapon->IsWeapon()) {
@@ -628,7 +628,7 @@ int32 Client::GetMeleeDamage(Mob* other, bool GetMinDamage)
int ucDamageBonus = 0;
if (Hand == EQEmu::legacy::SlotPrimary && GetLevel() >= 28 && IsWarriorClass())
if (Hand == EQEmu::inventory::slotPrimary && GetLevel() >= 28 && IsWarriorClass())
{
ucDamageBonus = GetWeaponDamageBonus(weapon ? weapon->GetItem() : (const EQEmu::ItemData*) nullptr);
@@ -662,24 +662,24 @@ void Mob::Tune_FindAccuaryByHitChance(Mob* defender, Mob *attacker, float hit_ch
if (attacker->IsClient())
{//Will check first equiped weapon for skill. Ie. remove wepaons to assess bow.
EQEmu::ItemInstance* weapon;
weapon = attacker->CastToClient()->GetInv().GetItem(EQEmu::legacy::SlotPrimary);
weapon = attacker->CastToClient()->GetInv().GetItem(EQEmu::inventory::slotPrimary);
if(weapon && weapon->IsWeapon()){
attacker->CastToClient()->AttackAnimation(skillinuse, EQEmu::legacy::SlotPrimary, weapon);
attacker->CastToClient()->AttackAnimation(skillinuse, EQEmu::inventory::slotPrimary, weapon);
}
else {
weapon = attacker->CastToClient()->GetInv().GetItem(EQEmu::legacy::SlotSecondary);
weapon = attacker->CastToClient()->GetInv().GetItem(EQEmu::inventory::slotSecondary);
if (weapon && weapon->IsWeapon())
attacker->CastToClient()->AttackAnimation(skillinuse, EQEmu::legacy::SlotSecondary, weapon);
attacker->CastToClient()->AttackAnimation(skillinuse, EQEmu::inventory::slotSecondary, weapon);
else {
weapon = attacker->CastToClient()->GetInv().GetItem(EQEmu::legacy::SlotRange);
weapon = attacker->CastToClient()->GetInv().GetItem(EQEmu::inventory::slotRange);
if (weapon && weapon->IsWeapon())
attacker->CastToClient()->AttackAnimation(skillinuse, EQEmu::legacy::SlotRange, weapon);
attacker->CastToClient()->AttackAnimation(skillinuse, EQEmu::inventory::slotRange, weapon);
}
}
}
tmp_hit_chance = Tune_CheckHitChance(defender, attacker, skillinuse, EQEmu::legacy::SlotPrimary, 0, 0, 0, avoid_override);
tmp_hit_chance = Tune_CheckHitChance(defender, attacker, skillinuse, EQEmu::inventory::slotPrimary, 0, 0, 0, avoid_override);
Message(0, "#Tune - Begin Parse [Interval %i Max Loop Iterations %i]", interval, max_loop);
@@ -691,7 +691,7 @@ void Mob::Tune_FindAccuaryByHitChance(Mob* defender, Mob *attacker, float hit_ch
for (int j=0; j < max_loop; j++)
{
tmp_hit_chance = Tune_CheckHitChance(defender, attacker, skillinuse, EQEmu::legacy::SlotPrimary, 0, false, 0, avoid_override, add_acc);
tmp_hit_chance = Tune_CheckHitChance(defender, attacker, skillinuse, EQEmu::inventory::slotPrimary, 0, false, 0, avoid_override, add_acc);
if (Msg >= 3)
Message(15, "#Tune - Processing... [%i] [ACCURACY %i] Hit Chance %.2f ",j,add_acc,tmp_hit_chance);
@@ -706,7 +706,7 @@ void Mob::Tune_FindAccuaryByHitChance(Mob* defender, Mob *attacker, float hit_ch
if (end){
Tune_CheckHitChance(defender, attacker, skillinuse, EQEmu::legacy::SlotPrimary, 0, Msg, 0, avoid_override);//Display Stat Report
Tune_CheckHitChance(defender, attacker, skillinuse, EQEmu::inventory::slotPrimary, 0, Msg, 0, avoid_override);//Display Stat Report
Message(0, " ");
@@ -742,24 +742,24 @@ void Mob::Tune_FindAvoidanceByHitChance(Mob* defender, Mob *attacker, float hit_
if (attacker->IsClient())
{//Will check first equiped weapon for skill. Ie. remove wepaons to assess bow.
EQEmu::ItemInstance* weapon;
weapon = attacker->CastToClient()->GetInv().GetItem(EQEmu::legacy::SlotPrimary);
weapon = attacker->CastToClient()->GetInv().GetItem(EQEmu::inventory::slotPrimary);
if(weapon && weapon->IsWeapon()){
attacker->CastToClient()->AttackAnimation(skillinuse, EQEmu::legacy::SlotPrimary, weapon);
attacker->CastToClient()->AttackAnimation(skillinuse, EQEmu::inventory::slotPrimary, weapon);
}
else {
weapon = attacker->CastToClient()->GetInv().GetItem(EQEmu::legacy::SlotSecondary);
weapon = attacker->CastToClient()->GetInv().GetItem(EQEmu::inventory::slotSecondary);
if (weapon && weapon->IsWeapon())
attacker->CastToClient()->AttackAnimation(skillinuse, EQEmu::legacy::SlotSecondary, weapon);
attacker->CastToClient()->AttackAnimation(skillinuse, EQEmu::inventory::slotSecondary, weapon);
else {
weapon = attacker->CastToClient()->GetInv().GetItem(EQEmu::legacy::SlotRange);
weapon = attacker->CastToClient()->GetInv().GetItem(EQEmu::inventory::slotRange);
if (weapon && weapon->IsWeapon())
attacker->CastToClient()->AttackAnimation(skillinuse, EQEmu::legacy::SlotRange, weapon);
attacker->CastToClient()->AttackAnimation(skillinuse, EQEmu::inventory::slotRange, weapon);
}
}
}
tmp_hit_chance = Tune_CheckHitChance(defender, attacker, skillinuse, EQEmu::legacy::SlotPrimary, 0, 0, acc_override, 0);
tmp_hit_chance = Tune_CheckHitChance(defender, attacker, skillinuse, EQEmu::inventory::slotPrimary, 0, 0, acc_override, 0);
Message(0, "#Tune - Begin Parse [Interval %i Max Loop Iterations %i]", interval, max_loop);
Message(0, "#Tune - Processing... Find Avoidance for hit chance on defender of (%.0f) pct from attacker. [Current Hit Chance %.2f]", hit_chance, tmp_hit_chance);
@@ -769,7 +769,7 @@ void Mob::Tune_FindAvoidanceByHitChance(Mob* defender, Mob *attacker, float hit_
for (int j=0; j < max_loop; j++)
{
tmp_hit_chance = Tune_CheckHitChance(defender, attacker, skillinuse, EQEmu::legacy::SlotPrimary, 0, 0, acc_override, 0, 0, add_avoid);
tmp_hit_chance = Tune_CheckHitChance(defender, attacker, skillinuse, EQEmu::inventory::slotPrimary, 0, 0, acc_override, 0, 0, add_avoid);
if (Msg >= 3)
Message(0, "#Tune - Processing... [%i] [AVOIDANCE %i] Hit Chance %.2f ",j,add_avoid,tmp_hit_chance);
@@ -784,7 +784,7 @@ void Mob::Tune_FindAvoidanceByHitChance(Mob* defender, Mob *attacker, float hit_
if (end){
Tune_CheckHitChance(defender, attacker, skillinuse, EQEmu::legacy::SlotPrimary, 0, Msg, acc_override, 0);//Display Stat Report
Tune_CheckHitChance(defender, attacker, skillinuse, EQEmu::inventory::slotPrimary, 0, Msg, acc_override, 0);//Display Stat Report
Message(0, " ");