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
+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::inventory::slotPrimary;
int Hand = EQEmu::invslot::slotPrimary;
if (!other)
return 0;
EQEmu::ItemInstance* weapon;
weapon = GetInv().GetItem(EQEmu::inventory::slotPrimary);
weapon = GetInv().GetItem(EQEmu::invslot::slotPrimary);
if(weapon != nullptr) {
if (!weapon->IsWeapon()) {
@@ -627,7 +627,7 @@ int32 Client::GetMeleeDamage(Mob* other, bool GetMinDamage)
int ucDamageBonus = 0;
if (Hand == EQEmu::inventory::slotPrimary && GetLevel() >= 28 && IsWarriorClass())
if (Hand == EQEmu::invslot::slotPrimary && GetLevel() >= 28 && IsWarriorClass())
{
ucDamageBonus = GetWeaponDamageBonus(weapon ? weapon->GetItem() : (const EQEmu::ItemData*) nullptr);
@@ -661,24 +661,24 @@ 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::inventory::slotPrimary);
weapon = attacker->CastToClient()->GetInv().GetItem(EQEmu::invslot::slotPrimary);
if(weapon && weapon->IsWeapon()){
skillinuse = attacker->CastToClient()->AttackAnimation(EQEmu::inventory::slotPrimary, weapon);
skillinuse = attacker->CastToClient()->AttackAnimation(EQEmu::invslot::slotPrimary, weapon);
}
else {
weapon = attacker->CastToClient()->GetInv().GetItem(EQEmu::inventory::slotSecondary);
weapon = attacker->CastToClient()->GetInv().GetItem(EQEmu::invslot::slotSecondary);
if (weapon && weapon->IsWeapon())
skillinuse = attacker->CastToClient()->AttackAnimation(EQEmu::inventory::slotSecondary, weapon);
skillinuse = attacker->CastToClient()->AttackAnimation(EQEmu::invslot::slotSecondary, weapon);
else {
weapon = attacker->CastToClient()->GetInv().GetItem(EQEmu::inventory::slotRange);
weapon = attacker->CastToClient()->GetInv().GetItem(EQEmu::invslot::slotRange);
if (weapon && weapon->IsWeapon())
skillinuse = attacker->CastToClient()->AttackAnimation(EQEmu::inventory::slotRange, weapon);
skillinuse = attacker->CastToClient()->AttackAnimation(EQEmu::invslot::slotRange, weapon);
}
}
}
tmp_hit_chance = Tune_CheckHitChance(defender, attacker, skillinuse, EQEmu::inventory::slotPrimary, 0, 0, 0, avoid_override);
tmp_hit_chance = Tune_CheckHitChance(defender, attacker, skillinuse, EQEmu::invslot::slotPrimary, 0, 0, 0, avoid_override);
Message(0, "#Tune - Begin Parse [Interval %i Max Loop Iterations %i]", interval, max_loop);
@@ -690,7 +690,7 @@ 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::inventory::slotPrimary, 0, false, 0, avoid_override, add_acc);
tmp_hit_chance = Tune_CheckHitChance(defender, attacker, skillinuse, EQEmu::invslot::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);
@@ -705,7 +705,7 @@ void Mob::Tune_FindAccuaryByHitChance(Mob* defender, Mob *attacker, float hit_ch
if (end){
Tune_CheckHitChance(defender, attacker, skillinuse, EQEmu::inventory::slotPrimary, 0, Msg, 0, avoid_override);//Display Stat Report
Tune_CheckHitChance(defender, attacker, skillinuse, EQEmu::invslot::slotPrimary, 0, Msg, 0, avoid_override);//Display Stat Report
Message(0, " ");
@@ -741,24 +741,24 @@ 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::inventory::slotPrimary);
weapon = attacker->CastToClient()->GetInv().GetItem(EQEmu::invslot::slotPrimary);
if(weapon && weapon->IsWeapon()){
skillinuse = attacker->CastToClient()->AttackAnimation(EQEmu::inventory::slotPrimary, weapon);
skillinuse = attacker->CastToClient()->AttackAnimation(EQEmu::invslot::slotPrimary, weapon);
}
else {
weapon = attacker->CastToClient()->GetInv().GetItem(EQEmu::inventory::slotSecondary);
weapon = attacker->CastToClient()->GetInv().GetItem(EQEmu::invslot::slotSecondary);
if (weapon && weapon->IsWeapon())
skillinuse = attacker->CastToClient()->AttackAnimation(EQEmu::inventory::slotSecondary, weapon);
skillinuse = attacker->CastToClient()->AttackAnimation(EQEmu::invslot::slotSecondary, weapon);
else {
weapon = attacker->CastToClient()->GetInv().GetItem(EQEmu::inventory::slotRange);
weapon = attacker->CastToClient()->GetInv().GetItem(EQEmu::invslot::slotRange);
if (weapon && weapon->IsWeapon())
skillinuse = attacker->CastToClient()->AttackAnimation(EQEmu::inventory::slotRange, weapon);
skillinuse = attacker->CastToClient()->AttackAnimation(EQEmu::invslot::slotRange, weapon);
}
}
}
tmp_hit_chance = Tune_CheckHitChance(defender, attacker, skillinuse, EQEmu::inventory::slotPrimary, 0, 0, acc_override, 0);
tmp_hit_chance = Tune_CheckHitChance(defender, attacker, skillinuse, EQEmu::invslot::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);
@@ -768,7 +768,7 @@ 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::inventory::slotPrimary, 0, 0, acc_override, 0, 0, add_avoid);
tmp_hit_chance = Tune_CheckHitChance(defender, attacker, skillinuse, EQEmu::invslot::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);
@@ -783,7 +783,7 @@ void Mob::Tune_FindAvoidanceByHitChance(Mob* defender, Mob *attacker, float hit_
if (end){
Tune_CheckHitChance(defender, attacker, skillinuse, EQEmu::inventory::slotPrimary, 0, Msg, acc_override, 0);//Display Stat Report
Tune_CheckHitChance(defender, attacker, skillinuse, EQEmu::invslot::slotPrimary, 0, Msg, acc_override, 0);//Display Stat Report
Message(0, " ");