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Added component-based patch system (#5070)
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+52
-2
@@ -3,9 +3,59 @@
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//
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#pragma once
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#include "item_instance.h"
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namespace EQ { class ItemInstance; }
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namespace Links
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{
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constexpr char ITEM_TAG_CHAR = '\x12';
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std::string FormatSpellLink(uint32_t SpellID, const std::string& SpellName);
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// Max Link Size in bytes
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constexpr size_t MAX_LINK_SIZE = 512;
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// Universal link tag character
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constexpr char ITEM_TAG_CHAR = '\x12';
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// Enumeration of different types of item tags
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enum ETagCodes
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{
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ETAG_ITEM = 0,
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ETAG_PLAYER,
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ETAG_SPAM,
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ETAG_ACHIEVEMENT,
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ETAG_DIALOG_RESPONSE,
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ETAG_COMMAND,
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ETAG_SPELL,
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ETAG_FACTION,
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ETAG_COMMAND2,
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ETAG_UNKNOWN9,
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ETAG_COUNT,
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ETAG_FIRST = ETAG_ITEM,
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ETAG_LAST = ETAG_UNKNOWN9,
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ETAG_INVALID = -1,
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};
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//----------------------------------------------------------------------------
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// Link Formatting -- Pulled from MQ code
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// Create an achievement link for the given achievement.
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// TODO: implement this when achievements are added, leave the signature here for reference. Code in eqlib's ItemLinks.cpp
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// void FormatAchievementLink(char* Buffer, size_t BufferSize, const Achievement* achievement,
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// std::string_view playerName);
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// Create an item link from the given item.
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void FormatItemLink(char* Buffer, size_t BufferSize, const EQ::ItemInstance* item);
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// Create a spell link for the given spell, with optional spell name override. Spells on items often have
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// spell name overrides that changes the display name of the spell.
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void FormatSpellLink(char* Buffer, size_t BufferSize, uint32_t SpellID,
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const char* spellNameOverride = nullptr);
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// Format text into a clickable dialog link. The keyword is the text that will be displayed in the chat window,
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// and the text is the text that will be sent to the server when the link is clicked. If no text is provided,
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// then the keyword will be used as the text.
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void FormatDialogLink(char* Buffer, size_t BufferSize, std::string_view keyword,
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std::string_view text = {});
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}
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