Reintegration of inventory-based EQDictionary references

This commit is contained in:
Uleat
2018-07-05 21:05:26 -04:00
parent d2683022e1
commit c435a77813
91 changed files with 4474 additions and 4546 deletions
+14 -14
View File
@@ -217,7 +217,7 @@ void Merc::CalcItemBonuses(StatBonuses* newbon) {
unsigned int i;
//should not include 21 (SLOT_AMMO)
for (i = 0; i < EQEmu::inventory::slotAmmo; i++) {
for (i = 0; i < EQEmu::invslot::slotAmmo; i++) {
if(equipment[i] == 0)
continue;
const EQEmu::ItemData * itm = database.GetItem(equipment[i]);
@@ -1610,24 +1610,24 @@ void Merc::AI_Process() {
//try main hand first
if(attack_timer.Check())
{
Attack(GetTarget(), EQEmu::inventory::slotPrimary);
Attack(GetTarget(), EQEmu::invslot::slotPrimary);
bool tripleSuccess = false;
if(GetOwner() && GetTarget() && CanThisClassDoubleAttack())
{
if(GetOwner()) {
Attack(GetTarget(), EQEmu::inventory::slotPrimary, true);
Attack(GetTarget(), EQEmu::invslot::slotPrimary, true);
}
if(GetOwner() && GetTarget() && GetSpecialAbility(SPECATK_TRIPLE)) {
tripleSuccess = true;
Attack(GetTarget(), EQEmu::inventory::slotPrimary, true);
Attack(GetTarget(), EQEmu::invslot::slotPrimary, true);
}
//quad attack, does this belong here??
if(GetOwner() && GetTarget() && GetSpecialAbility(SPECATK_QUAD)) {
Attack(GetTarget(), EQEmu::inventory::slotPrimary, true);
Attack(GetTarget(), EQEmu::invslot::slotPrimary, true);
}
}
@@ -1639,8 +1639,8 @@ void Merc::AI_Process() {
if(zone->random.Roll(flurrychance))
{
Message_StringID(MT_NPCFlurry, YOU_FLURRY);
Attack(GetTarget(), EQEmu::inventory::slotPrimary, false);
Attack(GetTarget(), EQEmu::inventory::slotPrimary, false);
Attack(GetTarget(), EQEmu::invslot::slotPrimary, false);
Attack(GetTarget(), EQEmu::invslot::slotPrimary, false);
}
}
@@ -1649,7 +1649,7 @@ void Merc::AI_Process() {
if (GetTarget() && ExtraAttackChanceBonus) {
if(zone->random.Roll(ExtraAttackChanceBonus))
{
Attack(GetTarget(), EQEmu::inventory::slotPrimary, false);
Attack(GetTarget(), EQEmu::invslot::slotPrimary, false);
}
}
}
@@ -1685,11 +1685,11 @@ void Merc::AI_Process() {
// Max 78% of DW
if (zone->random.Roll(DualWieldProbability))
{
Attack(GetTarget(), EQEmu::inventory::slotSecondary); // Single attack with offhand
Attack(GetTarget(), EQEmu::invslot::slotSecondary); // Single attack with offhand
if(CanThisClassDoubleAttack()) {
if(GetTarget() && GetTarget()->GetHP() > -10)
Attack(GetTarget(), EQEmu::inventory::slotSecondary); // Single attack with offhand
Attack(GetTarget(), EQEmu::invslot::slotSecondary); // Single attack with offhand
}
}
}
@@ -2614,7 +2614,7 @@ int16 Merc::GetFocusEffect(focusType type, uint16 spell_id) {
int16 focus_max_real = 0;
//item focus
for (int x = 0; x < EQEmu::legacy::EQUIPMENT_SIZE; ++x)
for (int x = EQEmu::invslot::EQUIPMENT_BEGIN; x <= EQEmu::invslot::EQUIPMENT_END; ++x)
{
TempItem = nullptr;
if (equipment[x] == 0)
@@ -5093,7 +5093,7 @@ void Merc::UpdateMercAppearance() {
// Copied from Bot Code:
uint32 itemID = 0;
uint8 materialFromSlot = EQEmu::textures::materialInvalid;
for (int i = EQEmu::legacy::EQUIPMENT_BEGIN; i <= EQEmu::legacy::EQUIPMENT_END; ++i) {
for (int i = EQEmu::invslot::EQUIPMENT_BEGIN; i <= EQEmu::invslot::EQUIPMENT_END; ++i) {
itemID = equipment[i];
if(itemID != 0) {
materialFromSlot = EQEmu::InventoryProfile::CalcMaterialFromSlot(i);
@@ -5111,8 +5111,8 @@ void Merc::UpdateEquipmentLight()
m_Light.Type[EQEmu::lightsource::LightEquipment] = 0;
m_Light.Level[EQEmu::lightsource::LightEquipment] = 0;
for (int index = EQEmu::inventory::slotBegin; index < EQEmu::legacy::EQUIPMENT_SIZE; ++index) {
if (index == EQEmu::inventory::slotAmmo) { continue; }
for (int index = EQEmu::invslot::EQUIPMENT_BEGIN; index <= EQEmu::invslot::EQUIPMENT_END; ++index) {
if (index == EQEmu::invslot::slotAmmo) { continue; }
auto item = database.GetItem(equipment[index]);
if (item == nullptr) { continue; }