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
+11 -11
View File
@@ -624,7 +624,7 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial, int level_ove
snprintf(effect_desc, _EDLEN, "Flesh To Bone");
#endif
if(IsClient()){
EQEmu::ItemInstance* transI = CastToClient()->GetInv().GetItem(EQEmu::inventory::slotCursor);
EQEmu::ItemInstance* transI = CastToClient()->GetInv().GetItem(EQEmu::invslot::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...
@@ -634,7 +634,7 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial, int level_ove
strstr(transI->GetItem()->Name, "Flesh") ||
strstr(transI->GetItem()->Name, "parts") ||
strstr(transI->GetItem()->Name, "Parts")){
CastToClient()->DeleteItemInInventory(EQEmu::inventory::slotCursor, fcharges, true);
CastToClient()->DeleteItemInInventory(EQEmu::invslot::slotCursor, fcharges, true);
CastToClient()->SummonItem(13073, fcharges);
}
else{
@@ -1176,7 +1176,7 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial, int level_ove
if (SummonedItem) {
c->PushItemOnCursor(*SummonedItem);
c->SendItemPacket(EQEmu::inventory::slotCursor, SummonedItem, ItemPacketLimbo);
c->SendItemPacket(EQEmu::invslot::slotCursor, SummonedItem, ItemPacketLimbo);
safe_delete(SummonedItem);
}
SummonedItem = database.CreateItem(spell.base[i], charges);
@@ -2213,7 +2213,7 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial, int level_ove
snprintf(effect_desc, _EDLEN, "Rampage");
#endif
if(caster)
entity_list.AEAttack(caster, 30, EQEmu::inventory::slotPrimary, 0, true); // on live wars dont get a duration ramp, its a one shot deal
entity_list.AEAttack(caster, 30, EQEmu::invslot::slotPrimary, 0, true); // on live wars dont get a duration ramp, its a one shot deal
break;
}
@@ -3015,7 +3015,7 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial, int level_ove
if (SummonedItem) {
Client *c=CastToClient();
c->PushItemOnCursor(*SummonedItem);
c->SendItemPacket(EQEmu::inventory::slotCursor, SummonedItem, ItemPacketLimbo);
c->SendItemPacket(EQEmu::invslot::slotCursor, SummonedItem, ItemPacketLimbo);
safe_delete(SummonedItem);
}
@@ -5169,7 +5169,7 @@ uint16 Client::GetSympatheticFocusEffect(focusType type, uint16 spell_id) {
const EQEmu::ItemData* TempItem = nullptr;
for (int x = EQEmu::legacy::EQUIPMENT_BEGIN; x <= EQEmu::legacy::EQUIPMENT_END; x++)
for (int x = EQEmu::invslot::EQUIPMENT_BEGIN; x <= EQEmu::invslot::EQUIPMENT_END; x++)
{
if (SympatheticProcList.size() > MAX_SYMPATHETIC_PROCS)
continue;
@@ -5189,7 +5189,7 @@ uint16 Client::GetSympatheticFocusEffect(focusType type, uint16 spell_id) {
}
}
for (int y = EQEmu::inventory::socketBegin; y < EQEmu::inventory::SocketCount; ++y)
for (int y = EQEmu::invaug::SOCKET_BEGIN; y <= EQEmu::invaug::SOCKET_END; ++y)
{
if (SympatheticProcList.size() > MAX_SYMPATHETIC_PROCS)
continue;
@@ -5304,7 +5304,7 @@ int16 Client::GetFocusEffect(focusType type, uint16 spell_id)
int16 focus_max_real = 0;
//item focus
for (int x = EQEmu::legacy::EQUIPMENT_BEGIN; x <= EQEmu::legacy::EQUIPMENT_END; x++)
for (int x = EQEmu::invslot::EQUIPMENT_BEGIN; x <= EQEmu::invslot::EQUIPMENT_END; x++)
{
TempItem = nullptr;
EQEmu::ItemInstance* ins = GetInv().GetItem(x);
@@ -5338,7 +5338,7 @@ int16 Client::GetFocusEffect(focusType type, uint16 spell_id)
}
}
for (int y = EQEmu::inventory::socketBegin; y < EQEmu::inventory::SocketCount; ++y)
for (int y = EQEmu::invaug::SOCKET_BEGIN; y <= EQEmu::invaug::SOCKET_END; ++y)
{
EQEmu::ItemInstance *aug = nullptr;
aug = ins->GetAugment(y);
@@ -5376,7 +5376,7 @@ int16 Client::GetFocusEffect(focusType type, uint16 spell_id)
}
//Tribute Focus
for (int x = EQEmu::legacy::TRIBUTE_BEGIN; x <= EQEmu::legacy::TRIBUTE_END; ++x)
for (int x = EQEmu::invslot::TRIBUTE_BEGIN; x <= EQEmu::invslot::TRIBUTE_END; ++x)
{
TempItem = nullptr;
EQEmu::ItemInstance* ins = GetInv().GetItem(x);
@@ -5576,7 +5576,7 @@ int16 NPC::GetFocusEffect(focusType type, uint16 spell_id) {
int16 focus_max_real = 0;
//item focus
for (int i = 0; i < EQEmu::legacy::EQUIPMENT_SIZE; i++){
for (int i = EQEmu::invslot::EQUIPMENT_BEGIN; i <= EQEmu::invslot::EQUIPMENT_END; i++){
const EQEmu::ItemData *cur = database.GetItem(equipment[i]);
if(!cur)