Converted MATERIAL defines to MaterialUseSlots enumeration

This commit is contained in:
Uleat
2013-10-27 08:01:37 -04:00
parent df47e17c8e
commit 0d5fc26841
20 changed files with 176 additions and 165 deletions
+20 -20
View File
@@ -1790,26 +1790,26 @@ int16 Inventory::CalcSlotFromMaterial(uint8 material)
{
switch(material)
{
case MATERIAL_HEAD:
case MaterialHead:
return SLOT_HEAD;
case MATERIAL_CHEST:
case MaterialChest:
return SLOT_CHEST;
case MATERIAL_ARMS:
case MaterialArms:
return SLOT_ARMS;
case MATERIAL_BRACER:
case MaterialWrist:
return SLOT_BRACER01; // there's 2 bracers, only one bracer material
case MATERIAL_HANDS:
case MaterialHands:
return SLOT_HANDS;
case MATERIAL_LEGS:
case MaterialLegs:
return SLOT_LEGS;
case MATERIAL_FEET:
case MaterialFeet:
return SLOT_FEET;
case MATERIAL_PRIMARY:
case MaterialPrimary:
return SLOT_PRIMARY;
case MATERIAL_SECONDARY:
case MaterialSecondary:
return SLOT_SECONDARY;
default:
return -1;
return SLOT_INVALID;
}
}
@@ -1818,26 +1818,26 @@ uint8 Inventory::CalcMaterialFromSlot(int16 equipslot)
switch(equipslot)
{
case SLOT_HEAD:
return MATERIAL_HEAD;
return MaterialHead;
case SLOT_CHEST:
return MATERIAL_CHEST;
return MaterialChest;
case SLOT_ARMS:
return MATERIAL_ARMS;
return MaterialArms;
case SLOT_BRACER01:
case SLOT_BRACER02:
return MATERIAL_BRACER;
return MaterialWrist;
case SLOT_HANDS:
return MATERIAL_HANDS;
return MaterialHands;
case SLOT_LEGS:
return MATERIAL_LEGS;
return MaterialLegs;
case SLOT_FEET:
return MATERIAL_FEET;
return MaterialFeet;
case SLOT_PRIMARY:
return MATERIAL_PRIMARY;
return MaterialPrimary;
case SLOT_SECONDARY:
return MATERIAL_SECONDARY;
return MaterialSecondary;
default:
return 0xFF;
return _MaterialInvalid;
}
}
+18 -11
View File
@@ -596,17 +596,24 @@ static const uint8 SkillDamageTypes[HIGHEST_SKILL+1] = {
/* FRENZY */ 74
};
// Indexing positions into item material arrays
#define MATERIAL_HEAD 0
#define MATERIAL_CHEST 1
#define MATERIAL_ARMS 2
#define MATERIAL_BRACER 3
#define MATERIAL_HANDS 4
#define MATERIAL_LEGS 5
#define MATERIAL_FEET 6
#define MATERIAL_PRIMARY 7
#define MATERIAL_SECONDARY 8
#define MAX_MATERIALS 9 //number of equipables
/*
** Material use slots
**
*/
enum MaterialUseSlots : uint8
{
MaterialHead = 0,
MaterialChest,
MaterialArms,
MaterialWrist,
MaterialHands,
MaterialLegs,
MaterialFeet,
MaterialPrimary,
MaterialSecondary,
_MaterialCount,
_MaterialInvalid = 255
};
// Used for worn NPC inventory tracking. NPCs don't use
// augments, so only the basic slots need to be kept track of.
+7 -7
View File
@@ -270,7 +270,7 @@ struct Spawn_Struct {
/*0225*/ uint32 equip_primary; // Equipment: Primary Visual
/*0229*/ uint32 equip_secondary; // Equipment: Secondary Visual
} equip;
/*0197*/ uint32 equipment[MAX_MATERIALS]; // Array elements correspond to struct equipment above
/*0197*/ uint32 equipment[_MaterialCount]; // Array elements correspond to struct equipment above
};
/*0233*/ float runspeed; // Speed when running
/*0036*/ uint8 afk; // 0=no, 1=afk
@@ -316,7 +316,7 @@ union
/*0376*/ Color_Struct color_primary; // Color of primary item
/*0380*/ Color_Struct color_secondary; // Color of secondary item
} equipment_colors;
/*0348*/ Color_Struct colors[MAX_MATERIALS]; // Array elements correspond to struct equipment_colors above
/*0348*/ Color_Struct colors[_MaterialCount]; // Array elements correspond to struct equipment_colors above
};
/*0384*/ uint8 lfg; // 0=off, 1=lfg on
/*0385*/
@@ -787,7 +787,7 @@ struct SuspendedMinion_Struct
/*002*/ uint32 HP;
/*006*/ uint32 Mana;
/*010*/ SpellBuff_Struct Buffs[BUFF_COUNT];
/*510*/ uint32 Items[MAX_MATERIALS];
/*510*/ uint32 Items[_MaterialCount];
/*546*/ char Name[64];
/*610*/
};
@@ -892,9 +892,9 @@ struct PlayerProfile_Struct
/*0304*/ uint8 ability_time_minutes;
/*0305*/ uint8 ability_time_hours; //place holder
/*0306*/ uint8 unknown0306[6]; // @bp Spacer/Flag?
/*0312*/ uint32 item_material[MAX_MATERIALS]; // Item texture/material of worn/held items
/*0312*/ uint32 item_material[_MaterialCount]; // Item texture/material of worn/held items
/*0348*/ uint8 unknown0348[44];
/*0392*/ Color_Struct item_tint[MAX_MATERIALS];
/*0392*/ Color_Struct item_tint[_MaterialCount];
/*0428*/ AA_Array aa_array[MAX_PP_AA_ARRAY];
/*2348*/ float unknown2384; //seen ~128, ~47
/*2352*/ char servername[32]; // length probably not right
@@ -2013,7 +2013,7 @@ struct Illusion_Struct { //size: 256 - SoF
/*092*/ uint32 drakkin_heritage; //
/*096*/ uint32 drakkin_tattoo; //
/*100*/ uint32 drakkin_details; //
/*104*/ uint32 armor_tint[MAX_MATERIALS]; //
/*104*/ uint32 armor_tint[_MaterialCount]; //
/*140*/ uint8 eyecolor1; // Field Not Identified in any Illusion Struct
/*141*/ uint8 eyecolor2; // Field Not Identified in any Illusion Struct
/*142*/ uint8 unknown138[114]; //
@@ -3257,7 +3257,7 @@ struct DyeStruct
struct Color_Struct secondary; // or this
}
dyes;
struct Color_Struct dye[MAX_MATERIALS];
struct Color_Struct dye[_MaterialCount];
};
};
+1 -1
View File
@@ -41,7 +41,7 @@ struct ExtendedProfile_Struct {
uint16 old_pet_hp;
uint16 old_pet_mana;
SpellBuff_Struct pet_buffs[BUFF_COUNT];
uint32 pet_items[MAX_MATERIALS];
uint32 pet_items[_MaterialCount];
char merc_name[64];
uint32 aa_effects;
+3 -3
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@@ -717,7 +717,7 @@ ENCODE(OP_SendCharInfo) {
eq2->gender = emu->gender[r];
eq2->face = emu->face[r];
int k;
for(k = 0; k < MAX_MATERIALS; k++) {
for(k = 0; k < _MaterialCount; k++) {
eq2->equip[k].equip0 = emu->equip[r][k];
eq2->equip[k].equip1 = 0;
eq2->equip[k].equip2 = 0;
@@ -2015,13 +2015,13 @@ ENCODE(OP_ZoneSpawns)
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, emu->equipment[MATERIAL_PRIMARY]);
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, emu->equipment[MaterialPrimary]);
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, emu->equipment[MATERIAL_SECONDARY]);
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, emu->equipment[MaterialSecondary]);
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
+3 -3
View File
@@ -335,7 +335,7 @@ ENCODE(OP_SendCharInfo) {
eq2->haircolor = emu->haircolor[r];
eq2->face = emu->face[r];
int k;
for(k = 0; k < MAX_MATERIALS; k++) {
for(k = 0; k < _MaterialCount; k++) {
eq2->equip[k].equip0 = emu->equip[r][k];
eq2->equip[k].equip1 = 0;
eq2->equip[k].itemid = 0;
@@ -1216,11 +1216,11 @@ ENCODE(OP_ZoneSpawns) {
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, emu->equipment[MATERIAL_PRIMARY]);
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, emu->equipment[MaterialPrimary]);
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, emu->equipment[MATERIAL_SECONDARY]);
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, emu->equipment[MaterialSecondary]);
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
}
+1 -1
View File
@@ -334,7 +334,7 @@ ENCODE(OP_SendCharInfo) {
eq2->haircolor = emu->haircolor[r];
eq2->face = emu->face[r];
int k;
for(k = 0; k < MAX_MATERIALS; k++) {
for(k = 0; k < _MaterialCount; k++) {
eq2->equip[k].equip0 = emu->equip[r][k];
eq2->equip[k].equip1 = 0;
eq2->equip[k].itemid = 0;
+3 -3
View File
@@ -336,7 +336,7 @@ ENCODE(OP_SendCharInfo) {
eq2->haircolor = emu->haircolor[r];
eq2->face = emu->face[r];
int k;
for(k = 0; k < MAX_MATERIALS; k++) {
for(k = 0; k < _MaterialCount; k++) {
eq2->equip[k].equip0 = emu->equip[r][k];
eq2->equip[k].equip1 = 0;
eq2->equip[k].itemid = 0;
@@ -1228,11 +1228,11 @@ ENCODE(OP_ZoneSpawns) {
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, emu->equipment[MATERIAL_PRIMARY]);
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, emu->equipment[MaterialPrimary]);
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, emu->equipment[MATERIAL_SECONDARY]);
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, emu->equipment[MaterialSecondary]);
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
}