Convert 'INVENTORY' debugging _log to logger.LogDebugType

This commit is contained in:
Akkadius 2015-01-12 22:53:46 -06:00
parent eaf2da1171
commit 463b358992

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@ -2479,7 +2479,7 @@ void Client::CreateBandolier(const EQApplicationPacket *app) {
BandolierCreate_Struct *bs = (BandolierCreate_Struct*)app->pBuffer; 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); strcpy(m_pp.bandoliers[bs->number].name, bs->name);
const ItemInst* InvItem = nullptr; const ItemInst* InvItem = nullptr;
@ -2491,13 +2491,13 @@ void Client::CreateBandolier(const EQApplicationPacket *app) {
InvItem = GetInv()[WeaponSlot]; InvItem = GetInv()[WeaponSlot];
if(InvItem) { if(InvItem) {
BaseItem = InvItem->GetItem(); 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].item_id = BaseItem->ID;
m_pp.bandoliers[bs->number].items[BandolierSlot].icon = BaseItem->Icon; 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); 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 { 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].item_id = 0;
m_pp.bandoliers[bs->number].items[BandolierSlot].icon = 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) { void Client::RemoveBandolier(const EQApplicationPacket *app) {
BandolierDelete_Struct *bds = (BandolierDelete_Struct*)app->pBuffer; 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); memset(m_pp.bandoliers[bds->number].name, 0, 32);
for(int i = bandolierMainHand; i <= bandolierAmmo; i++) { for(int i = bandolierMainHand; i <= bandolierAmmo; i++) {
m_pp.bandoliers[bds->number].items[i].item_id = 0; 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. // any items currently in the weapon slots to inventory.
BandolierSet_Struct *bss = (BandolierSet_Struct*)app->pBuffer; 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 slot;
int16 WeaponSlot; int16 WeaponSlot;
ItemInst *BandolierItems[4]; // Temporary holding area for the weapons we pull out of their inventory 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. else { // The player doesn't have the required weapon with them.
BandolierItems[BandolierSlot] = 0; BandolierItems[BandolierSlot] = 0;
if (slot == INVALID_INDEX) { 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); ItemInst *InvItem = m_inv.PopItem(WeaponSlot);
if(InvItem) { if(InvItem) {
// If there was an item in that weapon slot, put it in the inventory // 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); InvItem->GetItem()->Name, WeaponSlot);
if(MoveItemToInventory(InvItem)) if(MoveItemToInventory(InvItem))
database.SaveInventory(character_id, 0, WeaponSlot); database.SaveInventory(character_id, 0, WeaponSlot);
@ -2640,7 +2640,7 @@ void Client::SetBandolier(const EQApplicationPacket *app) {
// put it in the player's inventory. // put it in the player's inventory.
ItemInst *InvItem = m_inv.PopItem(WeaponSlot); ItemInst *InvItem = m_inv.PopItem(WeaponSlot);
if(InvItem) { 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); WeaponSlot, InvItem->GetItem()->Name);
// If there was an item in that weapon slot, put it in the inventory // If there was an item in that weapon slot, put it in the inventory
if(MoveItemToInventory(InvItem)) if(MoveItemToInventory(InvItem))
@ -2677,7 +2677,7 @@ bool Client::MoveItemToInventory(ItemInst *ItemToReturn, bool UpdateClient) {
if(!ItemToReturn) return false; 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; 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); 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; return true;
} }
@ -2784,7 +2784,7 @@ bool Client::MoveItemToInventory(ItemInst *ItemToReturn, bool UpdateClient) {
database.SaveInventory(character_id, m_inv.GetItem(BaseSlotID + BagSlot), BaseSlotID + BagSlot); 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; return true;
} }
@ -2794,7 +2794,7 @@ bool Client::MoveItemToInventory(ItemInst *ItemToReturn, bool UpdateClient) {
// Store on the cursor // 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); PushItemOnCursor(*ItemToReturn, UpdateClient);