diff --git a/zone/inventory.cpp b/zone/inventory.cpp index 19fca9f47..898a0b833 100644 --- a/zone/inventory.cpp +++ b/zone/inventory.cpp @@ -2479,7 +2479,7 @@ void Client::CreateBandolier(const EQApplicationPacket *app) { BandolierCreate_Struct *bs = (BandolierCreate_Struct*)app->pBuffer; - _log(INVENTORY__BANDOLIER, "Char: %s Creating Bandolier Set %i, Set Name: %s", GetName(), bs->number, bs->name); + logger.LogDebugType(EQEmuLogSys::Detail, EQEmuLogSys::Inventory, "Char: %s Creating Bandolier Set %i, Set Name: %s", GetName(), bs->number, bs->name); strcpy(m_pp.bandoliers[bs->number].name, bs->name); const ItemInst* InvItem = nullptr; @@ -2491,13 +2491,13 @@ void Client::CreateBandolier(const EQApplicationPacket *app) { InvItem = GetInv()[WeaponSlot]; if(InvItem) { BaseItem = InvItem->GetItem(); - _log(INVENTORY__BANDOLIER, "Char: %s adding item %s to slot %i", GetName(),BaseItem->Name, WeaponSlot); + logger.LogDebugType(EQEmuLogSys::Detail, EQEmuLogSys::Inventory, "Char: %s adding item %s to slot %i", GetName(),BaseItem->Name, WeaponSlot); m_pp.bandoliers[bs->number].items[BandolierSlot].item_id = BaseItem->ID; m_pp.bandoliers[bs->number].items[BandolierSlot].icon = BaseItem->Icon; database.SaveCharacterBandolier(this->CharacterID(), bs->number, BandolierSlot, m_pp.bandoliers[bs->number].items[BandolierSlot].item_id, m_pp.bandoliers[bs->number].items[BandolierSlot].icon, bs->name); } else { - _log(INVENTORY__BANDOLIER, "Char: %s no item in slot %i", GetName(), WeaponSlot); + logger.LogDebugType(EQEmuLogSys::Detail, EQEmuLogSys::Inventory, "Char: %s no item in slot %i", GetName(), WeaponSlot); m_pp.bandoliers[bs->number].items[BandolierSlot].item_id = 0; m_pp.bandoliers[bs->number].items[BandolierSlot].icon = 0; } @@ -2506,7 +2506,7 @@ void Client::CreateBandolier(const EQApplicationPacket *app) { void Client::RemoveBandolier(const EQApplicationPacket *app) { BandolierDelete_Struct *bds = (BandolierDelete_Struct*)app->pBuffer; - _log(INVENTORY__BANDOLIER, "Char: %s removing set", GetName(), bds->number); + logger.LogDebugType(EQEmuLogSys::Detail, EQEmuLogSys::Inventory, "Char: %s removing set", GetName(), bds->number); memset(m_pp.bandoliers[bds->number].name, 0, 32); for(int i = bandolierMainHand; i <= bandolierAmmo; i++) { m_pp.bandoliers[bds->number].items[i].item_id = 0; @@ -2521,7 +2521,7 @@ void Client::SetBandolier(const EQApplicationPacket *app) { // any items currently in the weapon slots to inventory. BandolierSet_Struct *bss = (BandolierSet_Struct*)app->pBuffer; - _log(INVENTORY__BANDOLIER, "Char: %s activating set %i", GetName(), bss->number); + logger.LogDebugType(EQEmuLogSys::Detail, EQEmuLogSys::Inventory, "Char: %s activating set %i", GetName(), bss->number); int16 slot; int16 WeaponSlot; ItemInst *BandolierItems[4]; // Temporary holding area for the weapons we pull out of their inventory @@ -2585,11 +2585,11 @@ void Client::SetBandolier(const EQApplicationPacket *app) { else { // The player doesn't have the required weapon with them. BandolierItems[BandolierSlot] = 0; if (slot == INVALID_INDEX) { - _log(INVENTORY__BANDOLIER, "Character does not have required bandolier item for slot %i", WeaponSlot); + logger.LogDebugType(EQEmuLogSys::Detail, EQEmuLogSys::Inventory, "Character does not have required bandolier item for slot %i", WeaponSlot); ItemInst *InvItem = m_inv.PopItem(WeaponSlot); if(InvItem) { // If there was an item in that weapon slot, put it in the inventory - _log(INVENTORY__BANDOLIER, "returning item %s in weapon slot %i to inventory", + logger.LogDebugType(EQEmuLogSys::Detail, EQEmuLogSys::Inventory, "returning item %s in weapon slot %i to inventory", InvItem->GetItem()->Name, WeaponSlot); if(MoveItemToInventory(InvItem)) database.SaveInventory(character_id, 0, WeaponSlot); @@ -2640,7 +2640,7 @@ void Client::SetBandolier(const EQApplicationPacket *app) { // put it in the player's inventory. ItemInst *InvItem = m_inv.PopItem(WeaponSlot); if(InvItem) { - _log(INVENTORY__BANDOLIER, "Bandolier has no item for slot %i, returning item %s to inventory", + logger.LogDebugType(EQEmuLogSys::Detail, EQEmuLogSys::Inventory, "Bandolier has no item for slot %i, returning item %s to inventory", WeaponSlot, InvItem->GetItem()->Name); // If there was an item in that weapon slot, put it in the inventory if(MoveItemToInventory(InvItem)) @@ -2677,7 +2677,7 @@ bool Client::MoveItemToInventory(ItemInst *ItemToReturn, bool UpdateClient) { if(!ItemToReturn) return false; - _log(INVENTORY__SLOTS,"Char: %s Returning %s to inventory", GetName(), ItemToReturn->GetItem()->Name); + logger.LogDebugType(EQEmuLogSys::Detail, EQEmuLogSys::Inventory,"Char: %s Returning %s to inventory", GetName(), ItemToReturn->GetItem()->Name); uint32 ItemID = ItemToReturn->GetItem()->ID; @@ -2761,7 +2761,7 @@ bool Client::MoveItemToInventory(ItemInst *ItemToReturn, bool UpdateClient) { database.SaveInventory(character_id, m_inv.GetItem(i), i); - _log(INVENTORY__SLOTS, "Char: %s Storing in main inventory slot %i", GetName(), i); + logger.LogDebugType(EQEmuLogSys::Detail, EQEmuLogSys::Inventory, "Char: %s Storing in main inventory slot %i", GetName(), i); return true; } @@ -2784,7 +2784,7 @@ bool Client::MoveItemToInventory(ItemInst *ItemToReturn, bool UpdateClient) { database.SaveInventory(character_id, m_inv.GetItem(BaseSlotID + BagSlot), BaseSlotID + BagSlot); - _log(INVENTORY__SLOTS, "Char: %s Storing in bag slot %i", GetName(), BaseSlotID + BagSlot); + logger.LogDebugType(EQEmuLogSys::Detail, EQEmuLogSys::Inventory, "Char: %s Storing in bag slot %i", GetName(), BaseSlotID + BagSlot); return true; } @@ -2794,7 +2794,7 @@ bool Client::MoveItemToInventory(ItemInst *ItemToReturn, bool UpdateClient) { // Store on the cursor // - _log(INVENTORY__SLOTS, "Char: %s No space, putting on the cursor", GetName()); + logger.LogDebugType(EQEmuLogSys::Detail, EQEmuLogSys::Inventory, "Char: %s No space, putting on the cursor", GetName()); PushItemOnCursor(*ItemToReturn, UpdateClient);