Unify chat constants usage

This commit is contained in:
Akkadius
2019-08-11 00:00:55 -05:00
parent 24d2a5723b
commit 57354579aa
50 changed files with 1352 additions and 1432 deletions
+20 -20
View File
@@ -161,14 +161,14 @@ bool Client::CanFish() {
if (!Pole || !Pole->IsClassCommon() || Pole->GetItem()->ItemType != EQEmu::item::ItemTypeFishingPole) {
if (m_inv.HasItemByUse(EQEmu::item::ItemTypeFishingPole, 1, invWhereWorn | invWherePersonal | invWhereBank | invWhereSharedBank | invWhereTrading | invWhereCursor)) //We have a fishing pole somewhere, just not equipped
Message_StringID(MT_Skills, FISHING_EQUIP_POLE); //You need to put your fishing pole in your primary hand.
Message_StringID(Chat::Skills, FISHING_EQUIP_POLE); //You need to put your fishing pole in your primary hand.
else //We don't have a fishing pole anywhere
Message_StringID(MT_Skills, FISHING_NO_POLE); //You can't fish without a fishing pole, go buy one.
Message_StringID(Chat::Skills, FISHING_NO_POLE); //You can't fish without a fishing pole, go buy one.
return false;
}
if (!Bait || !Bait->IsClassCommon() || Bait->GetItem()->ItemType != EQEmu::item::ItemTypeFishingBait) {
Message_StringID(MT_Skills, FISHING_NO_BAIT); //You can't fish without fishing bait, go buy some.
Message_StringID(Chat::Skills, FISHING_NO_BAIT); //You can't fish without fishing bait, go buy some.
return false;
}
@@ -190,7 +190,7 @@ bool Client::CanFish() {
float bestz = zone->zonemap->FindBestZ(rodPosition, nullptr);
float len = m_Position.z - bestz;
if(len > LineLength || len < 0.0f) {
Message_StringID(MT_Skills, FISHING_LAND);
Message_StringID(Chat::Skills, FISHING_LAND);
return false;
}
@@ -203,7 +203,7 @@ bool Client::CanFish() {
bool in_water = zone->watermap->InWater(dest) || zone->watermap->InVWater(dest);
if (in_lava) {
Message_StringID(MT_Skills, FISHING_LAVA); //Trying to catch a fire elemental or something?
Message_StringID(Chat::Skills, FISHING_LAVA); //Trying to catch a fire elemental or something?
return false;
}
@@ -212,7 +212,7 @@ bool Client::CanFish() {
}
}
Message_StringID(MT_Skills, FISHING_LAND);
Message_StringID(Chat::Skills, FISHING_LAND);
return false;
}
return true;
@@ -223,7 +223,7 @@ void Client::GoFish()
//TODO: generate a message if we're already fishing
/*if (!fishing_timer.Check()) { //this isn't the right check, may need to add something to the Client class like 'bool is_fishing'
Message_StringID(0, ALREADY_FISHING); //You are already fishing!
Message_StringID(Chat::WhiteSmoke, ALREADY_FISHING); //You are already fishing!
return;
}*/
@@ -293,12 +293,12 @@ void Client::GoFish()
entity_list.AddNPC(npc);
Message(MT_Emote,
Message(Chat::Emote,
"You fish up a little more than you bargained for...");
}
}
else {
Message(MT_Emote, "You notice something lurking just below the water's surface...");
Message(Chat::Emote, "You notice something lurking just below the water's surface...");
}
}
}
@@ -315,17 +315,17 @@ void Client::GoFish()
const EQEmu::ItemData* food_item = database.GetItem(food_id);
if (food_item->ItemType != EQEmu::item::ItemTypeFood) {
Message_StringID(MT_Skills, FISHING_SUCCESS);
Message_StringID(Chat::Skills, FISHING_SUCCESS);
}
else {
Message_StringID(MT_Skills, FISHING_SUCCESS_FISH_NAME, food_item->Name);
Message_StringID(Chat::Skills, FISHING_SUCCESS_FISH_NAME, food_item->Name);
}
EQEmu::ItemInstance* inst = database.CreateItem(food_item, 1);
if(inst != nullptr) {
if(CheckLoreConflict(inst->GetItem()))
{
Message_StringID(0, DUP_LORE);
Message_StringID(Chat::White, DUP_LORE);
safe_delete(inst);
}
else
@@ -351,13 +351,13 @@ void Client::GoFish()
//chance to use bait when you dont catch anything...
if (zone->random.Int(0, 4) == 1) {
DeleteItemInInventory(bslot, 1, true); //do we need client update?
Message_StringID(MT_Skills, FISHING_LOST_BAIT); //You lost your bait!
Message_StringID(Chat::Skills, FISHING_LOST_BAIT); //You lost your bait!
} else {
if (zone->random.Int(0, 15) == 1) //give about a 1 in 15 chance to spill your beer. we could make this a rule, but it doesn't really seem worth it
//TODO: check for & consume an alcoholic beverage from inventory when this triggers, and set it as a rule that's disabled by default
Message_StringID(MT_Skills, FISHING_SPILL_BEER); //You spill your beer while bringing in your line.
Message_StringID(Chat::Skills, FISHING_SPILL_BEER); //You spill your beer while bringing in your line.
else
Message_StringID(MT_Skills, FISHING_FAILED); //You didn't catch anything.
Message_StringID(Chat::Skills, FISHING_FAILED); //You didn't catch anything.
}
parse->EventPlayer(EVENT_FISH_FAILURE, this, "", 0);
@@ -367,7 +367,7 @@ void Client::GoFish()
//this is potentially exploitable in that they can fish
//and then swap out items in primary slot... too lazy to fix right now
if (zone->random.Int(0, 49) == 1) {
Message_StringID(MT_Skills, FISHING_POLE_BROKE); //Your fishing pole broke!
Message_StringID(Chat::Skills, FISHING_POLE_BROKE); //Your fishing pole broke!
DeleteItemInInventory(EQEmu::invslot::slotPrimary, 0, true);
}
@@ -434,13 +434,13 @@ void Client::ForageItem(bool guarantee) {
break;
}
Message_StringID(MT_Skills, stringid);
Message_StringID(Chat::Skills, stringid);
EQEmu::ItemInstance* inst = database.CreateItem(food_item, 1);
if(inst != nullptr) {
// check to make sure it isn't a foraged lore item
if(CheckLoreConflict(inst->GetItem()))
{
Message_StringID(0, DUP_LORE);
Message_StringID(Chat::White, DUP_LORE);
safe_delete(inst);
}
else {
@@ -462,12 +462,12 @@ void Client::ForageItem(bool guarantee) {
int ChanceSecondForage = aabonuses.ForageAdditionalItems + itembonuses.ForageAdditionalItems + spellbonuses.ForageAdditionalItems;
if(!guarantee && zone->random.Roll(ChanceSecondForage)) {
Message_StringID(MT_Skills, FORAGE_MASTERY);
Message_StringID(Chat::Skills, FORAGE_MASTERY);
ForageItem(true);
}
} else {
Message_StringID(MT_Skills, FORAGE_FAILED);
Message_StringID(Chat::Skills, FORAGE_FAILED);
parse->EventPlayer(EVENT_FORAGE_FAILURE, this, "", 0);
}