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
+53 -53
View File
@@ -1858,53 +1858,53 @@ void Client::FillSpawnStruct(NewSpawn_Struct* ns, Mob* ForWho)
const ItemInst* inst = nullptr;
if ((inst = m_inv[SLOT_HANDS]) && inst->IsType(ItemClassCommon)) {
item = inst->GetItem();
ns->spawn.equipment[MATERIAL_HANDS] = item->Material;
ns->spawn.colors[MATERIAL_HANDS].color = GetEquipmentColor(MATERIAL_HANDS);
ns->spawn.equipment[MaterialHands] = item->Material;
ns->spawn.colors[MaterialHands].color = GetEquipmentColor(MaterialHands);
}
if ((inst = m_inv[SLOT_HEAD]) && inst->IsType(ItemClassCommon)) {
item = inst->GetItem();
ns->spawn.equipment[MATERIAL_HEAD] = item->Material;
ns->spawn.colors[MATERIAL_HEAD].color = GetEquipmentColor(MATERIAL_HEAD);
ns->spawn.equipment[MaterialHead] = item->Material;
ns->spawn.colors[MaterialHead].color = GetEquipmentColor(MaterialHead);
}
if ((inst = m_inv[SLOT_ARMS]) && inst->IsType(ItemClassCommon)) {
item = inst->GetItem();
ns->spawn.equipment[MATERIAL_ARMS] = item->Material;
ns->spawn.colors[MATERIAL_ARMS].color = GetEquipmentColor(MATERIAL_ARMS);
ns->spawn.equipment[MaterialArms] = item->Material;
ns->spawn.colors[MaterialArms].color = GetEquipmentColor(MaterialArms);
}
if ((inst = m_inv[SLOT_BRACER01]) && inst->IsType(ItemClassCommon)) {
item = inst->GetItem();
ns->spawn.equipment[MATERIAL_BRACER]= item->Material;
ns->spawn.colors[MATERIAL_BRACER].color = GetEquipmentColor(MATERIAL_BRACER);
ns->spawn.equipment[MaterialWrist]= item->Material;
ns->spawn.colors[MaterialWrist].color = GetEquipmentColor(MaterialWrist);
}
if ((inst = m_inv[SLOT_BRACER02]) && inst->IsType(ItemClassCommon)) {
item = inst->GetItem();
ns->spawn.equipment[MATERIAL_BRACER]= item->Material;
ns->spawn.colors[MATERIAL_BRACER].color = GetEquipmentColor(MATERIAL_BRACER);
ns->spawn.equipment[MaterialWrist]= item->Material;
ns->spawn.colors[MaterialWrist].color = GetEquipmentColor(MaterialWrist);
}
if ((inst = m_inv[SLOT_CHEST]) && inst->IsType(ItemClassCommon)) {
item = inst->GetItem();
ns->spawn.equipment[MATERIAL_CHEST] = item->Material;
ns->spawn.colors[MATERIAL_CHEST].color = GetEquipmentColor(MATERIAL_CHEST);
ns->spawn.equipment[MaterialChest] = item->Material;
ns->spawn.colors[MaterialChest].color = GetEquipmentColor(MaterialChest);
}
if ((inst = m_inv[SLOT_LEGS]) && inst->IsType(ItemClassCommon)) {
item = inst->GetItem();
ns->spawn.equipment[MATERIAL_LEGS] = item->Material;
ns->spawn.colors[MATERIAL_LEGS].color = GetEquipmentColor(MATERIAL_LEGS);
ns->spawn.equipment[MaterialLegs] = item->Material;
ns->spawn.colors[MaterialLegs].color = GetEquipmentColor(MaterialLegs);
}
if ((inst = m_inv[SLOT_FEET]) && inst->IsType(ItemClassCommon)) {
item = inst->GetItem();
ns->spawn.equipment[MATERIAL_FEET] = item->Material;
ns->spawn.colors[MATERIAL_FEET].color = GetEquipmentColor(MATERIAL_FEET);
ns->spawn.equipment[MaterialFeet] = item->Material;
ns->spawn.colors[MaterialFeet].color = GetEquipmentColor(MaterialFeet);
}
if ((inst = m_inv[SLOT_PRIMARY]) && inst->IsType(ItemClassCommon)) {
item = inst->GetItem();
if (strlen(item->IDFile) > 2)
ns->spawn.equipment[MATERIAL_PRIMARY] = atoi(&item->IDFile[2]);
ns->spawn.equipment[MaterialPrimary] = atoi(&item->IDFile[2]);
}
if ((inst = m_inv[SLOT_SECONDARY]) && inst->IsType(ItemClassCommon)) {
item = inst->GetItem();
if (strlen(item->IDFile) > 2)
ns->spawn.equipment[MATERIAL_SECONDARY] = atoi(&item->IDFile[2]);
ns->spawn.equipment[MaterialSecondary] = atoi(&item->IDFile[2]);
}
//these two may be related to ns->spawn.texture
@@ -2762,25 +2762,25 @@ void Client::SetMaterial(int16 in_slot, uint32 item_id){
const Item_Struct* item = database.GetItem(item_id);
if (item && (item->ItemClass==ItemClassCommon)) {
if (in_slot==SLOT_HEAD)
m_pp.item_material[MATERIAL_HEAD] = item->Material;
m_pp.item_material[MaterialHead] = item->Material;
else if (in_slot==SLOT_CHEST)
m_pp.item_material[MATERIAL_CHEST] = item->Material;
m_pp.item_material[MaterialChest] = item->Material;
else if (in_slot==SLOT_ARMS)
m_pp.item_material[MATERIAL_ARMS] = item->Material;
m_pp.item_material[MaterialArms] = item->Material;
else if (in_slot==SLOT_BRACER01)
m_pp.item_material[MATERIAL_BRACER] = item->Material;
m_pp.item_material[MaterialWrist] = item->Material;
else if (in_slot==SLOT_BRACER02)
m_pp.item_material[MATERIAL_BRACER] = item->Material;
m_pp.item_material[MaterialWrist] = item->Material;
else if (in_slot==SLOT_HANDS)
m_pp.item_material[MATERIAL_HANDS] = item->Material;
m_pp.item_material[MaterialHands] = item->Material;
else if (in_slot==SLOT_LEGS)
m_pp.item_material[MATERIAL_LEGS] = item->Material;
m_pp.item_material[MaterialLegs] = item->Material;
else if (in_slot==SLOT_FEET)
m_pp.item_material[MATERIAL_FEET] = item->Material;
m_pp.item_material[MaterialFeet] = item->Material;
else if (in_slot==SLOT_PRIMARY)
m_pp.item_material[MATERIAL_PRIMARY] = atoi(item->IDFile+2);
m_pp.item_material[MaterialPrimary] = atoi(item->IDFile+2);
else if (in_slot==SLOT_SECONDARY)
m_pp.item_material[MATERIAL_SECONDARY] = atoi(item->IDFile+2);
m_pp.item_material[MaterialSecondary] = atoi(item->IDFile+2);
}
}
@@ -2963,25 +2963,25 @@ void Client::SetTint(int16 in_slot, uint32 color) {
// Still need to reconcile bracer01 versus bracer02
void Client::SetTint(int16 in_slot, Color_Struct& color) {
if (in_slot==SLOT_HEAD)
m_pp.item_tint[MATERIAL_HEAD].color=color.color;
m_pp.item_tint[MaterialHead].color=color.color;
else if (in_slot==SLOT_ARMS)
m_pp.item_tint[MATERIAL_ARMS].color=color.color;
m_pp.item_tint[MaterialArms].color=color.color;
else if (in_slot==SLOT_BRACER01)
m_pp.item_tint[MATERIAL_BRACER].color=color.color;
m_pp.item_tint[MaterialWrist].color=color.color;
else if (in_slot==SLOT_BRACER02)
m_pp.item_tint[MATERIAL_BRACER].color=color.color;
m_pp.item_tint[MaterialWrist].color=color.color;
else if (in_slot==SLOT_HANDS)
m_pp.item_tint[MATERIAL_HANDS].color=color.color;
m_pp.item_tint[MaterialHands].color=color.color;
else if (in_slot==SLOT_PRIMARY)
m_pp.item_tint[MATERIAL_PRIMARY].color=color.color;
m_pp.item_tint[MaterialPrimary].color=color.color;
else if (in_slot==SLOT_SECONDARY)
m_pp.item_tint[MATERIAL_SECONDARY].color=color.color;
m_pp.item_tint[MaterialSecondary].color=color.color;
else if (in_slot==SLOT_CHEST)
m_pp.item_tint[MATERIAL_CHEST].color=color.color;
m_pp.item_tint[MaterialChest].color=color.color;
else if (in_slot==SLOT_LEGS)
m_pp.item_tint[MATERIAL_LEGS].color=color.color;
m_pp.item_tint[MaterialLegs].color=color.color;
else if (in_slot==SLOT_FEET)
m_pp.item_tint[MATERIAL_FEET].color=color.color;
m_pp.item_tint[MaterialFeet].color=color.color;
}
void Client::SetHideMe(bool flag)
@@ -3050,25 +3050,25 @@ uint8 Client::SlotConvert(uint8 slot,bool bracer){
if(bracer)
return SLOT_BRACER02;
switch(slot){
case MATERIAL_HEAD:
case MaterialHead:
slot2=SLOT_HEAD;
break;
case MATERIAL_CHEST:
case MaterialChest:
slot2=SLOT_CHEST;
break;
case MATERIAL_ARMS:
case MaterialArms:
slot2=SLOT_ARMS;
break;
case MATERIAL_BRACER:
case MaterialWrist:
slot2=SLOT_BRACER01;
break;
case MATERIAL_HANDS:
case MaterialHands:
slot2=SLOT_HANDS;
break;
case MATERIAL_LEGS:
case MaterialLegs:
slot2=SLOT_LEGS;
break;
case MATERIAL_FEET:
case MaterialFeet:
slot2=SLOT_FEET;
break;
}
@@ -3079,25 +3079,25 @@ uint8 Client::SlotConvert2(uint8 slot){
uint8 slot2=0;
switch(slot){
case SLOT_HEAD:
slot2=MATERIAL_HEAD;
slot2=MaterialHead;
break;
case SLOT_CHEST:
slot2=MATERIAL_CHEST;
slot2=MaterialChest;
break;
case SLOT_ARMS:
slot2=MATERIAL_ARMS;
slot2=MaterialArms;
break;
case SLOT_BRACER01:
slot2=MATERIAL_BRACER;
slot2=MaterialWrist;
break;
case SLOT_HANDS:
slot2=MATERIAL_HANDS;
slot2=MaterialHands;
break;
case SLOT_LEGS:
slot2=MATERIAL_LEGS;
slot2=MaterialLegs;
break;
case SLOT_FEET:
slot2=MATERIAL_FEET;
slot2=MaterialFeet;
break;
}
return slot2;
@@ -6122,7 +6122,7 @@ void Client::Doppelganger(uint16 spell_id, Mob *target, const char *name_overrid
made_npc->drakkin_details = GetDrakkinDetails();
made_npc->d_meele_texture1 = GetEquipmentMaterial(7);
made_npc->d_meele_texture2 = GetEquipmentMaterial(8);
for (int i = 0; i < MAX_MATERIALS; i++) {
for (int i = 0; i < _MaterialCount; i++) {
made_npc->armor_tint[i] = GetEquipmentColor(i);
}
made_npc->loottable_id = 0;