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Eliminated the nested class design of recent EQEmu work; Some more inv2 convergence work
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@@ -742,7 +742,7 @@ void Client::BulkSendInventoryItems() {
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// LINKDEAD TRADE ITEMS
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// Move trade slot items back into normal inventory..need them there now for the proceeding validity checks
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for(slot_id = EQEmu::Constants::TRADE_BEGIN; slot_id <= EQEmu::Constants::TRADE_END; slot_id++) {
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for(slot_id = EQEmu::constants::TRADE_BEGIN; slot_id <= EQEmu::constants::TRADE_END; slot_id++) {
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ItemInst* inst = m_inv.PopItem(slot_id);
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if(inst) {
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bool is_arrow = (inst->GetItem()->ItemType == ItemTypeArrow) ? true : false;
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@@ -790,7 +790,7 @@ void Client::BulkSendInventoryItems() {
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std::map<uint16, std::string>::iterator itr;
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//Inventory items
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for(slot_id = SLOT_BEGIN; slot_id < EQEmu::Constants::TYPE_POSSESSIONS_SIZE; slot_id++) {
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for(slot_id = SLOT_BEGIN; slot_id < EQEmu::constants::TYPE_POSSESSIONS_SIZE; slot_id++) {
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const ItemInst* inst = m_inv[slot_id];
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if(inst) {
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std::string packet = inst->Serialize(slot_id);
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@@ -810,7 +810,7 @@ void Client::BulkSendInventoryItems() {
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}
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// Bank items
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for(slot_id = EQEmu::Constants::BANK_BEGIN; slot_id <= EQEmu::Constants::BANK_END; slot_id++) {
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for(slot_id = EQEmu::constants::BANK_BEGIN; slot_id <= EQEmu::constants::BANK_END; slot_id++) {
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const ItemInst* inst = m_inv[slot_id];
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if(inst) {
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std::string packet = inst->Serialize(slot_id);
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@@ -820,7 +820,7 @@ void Client::BulkSendInventoryItems() {
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}
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// Shared Bank items
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for(slot_id = EQEmu::Constants::SHARED_BANK_BEGIN; slot_id <= EQEmu::Constants::SHARED_BANK_END; slot_id++) {
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for(slot_id = EQEmu::constants::SHARED_BANK_BEGIN; slot_id <= EQEmu::constants::SHARED_BANK_END; slot_id++) {
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const ItemInst* inst = m_inv[slot_id];
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if(inst) {
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std::string packet = inst->Serialize(slot_id);
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@@ -851,14 +851,14 @@ void Client::BulkSendInventoryItems()
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if(deletenorent){//client was offline for more than 30 minutes, delete no rent items
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RemoveNoRent();
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}
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for (slot_id=EQEmu::Constants::POSSESSIONS_BEGIN; slot_id<=EQEmu::Constants::POSSESSIONS_END; slot_id++) {
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for (slot_id=EQEmu::constants::POSSESSIONS_BEGIN; slot_id<=EQEmu::constants::POSSESSIONS_END; slot_id++) {
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const ItemInst* inst = m_inv[slot_id];
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if (inst){
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SendItemPacket(slot_id, inst, ItemPacketCharInventory);
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}
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}
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// Bank items
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for (slot_id=EQEmu::Constants::BANK_BEGIN; slot_id<=EQEmu::Constants::BANK_END; slot_id++) { // 2015...
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for (slot_id=EQEmu::constants::BANK_BEGIN; slot_id<=EQEmu::constants::BANK_END; slot_id++) { // 2015...
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const ItemInst* inst = m_inv[slot_id];
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if (inst){
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SendItemPacket(slot_id, inst, ItemPacketCharInventory);
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@@ -866,7 +866,7 @@ void Client::BulkSendInventoryItems()
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}
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// Shared Bank items
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for (slot_id=EQEmu::Constants::SHARED_BANK_BEGIN; slot_id<=EQEmu::Constants::SHARED_BANK_END; slot_id++) {
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for (slot_id=EQEmu::constants::SHARED_BANK_BEGIN; slot_id<=EQEmu::constants::SHARED_BANK_END; slot_id++) {
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const ItemInst* inst = m_inv[slot_id];
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if (inst){
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SendItemPacket(slot_id, inst, ItemPacketCharInventory);
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@@ -876,7 +876,7 @@ void Client::BulkSendInventoryItems()
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// LINKDEAD TRADE ITEMS
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// If player went LD during a trade, they have items in the trade inventory
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// slots. These items are now being put into their inventory (then queue up on cursor)
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for (int16 trade_slot_id=EQEmu::Constants::TRADE_BEGIN; trade_slot_id<=EQEmu::Constants::TRADE_END; trade_slot_id++) {
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for (int16 trade_slot_id=EQEmu::constants::TRADE_BEGIN; trade_slot_id<=EQEmu::constants::TRADE_END; trade_slot_id++) {
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const ItemInst* inst = m_inv[slot_id];
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if (inst) {
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int16 free_slot_id = m_inv.FindFreeSlot(inst->IsType(ItemClassContainer), true, inst->GetItem()->Size);
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