Added class EQEmu::InventorySlot

This commit is contained in:
Uleat
2016-10-16 21:36:39 -04:00
parent 8b5dd58e96
commit bfd07b1010
69 changed files with 1852 additions and 1391 deletions
-79
View File
@@ -18,82 +18,3 @@
*/
#include "textures.h"
//#include "inventory_slot.h"
#include <string.h> // temp
//int EQEmu::textures::ConvertEquipmentSlotToTextureSlot(int equipment_slot)
//{
// switch (equipment_slot) {
// case inventory::PossessionsHead:
// return textures::TextureHead;
// case inventory::PossessionsChest:
// return textures::TextureChest;
// case inventory::PossessionsArms:
// return textures::TextureArms;
// case inventory::PossessionsWrist1:
// return textures::TextureWrist;
// case inventory::PossessionsHands:
// return textures::TextureHands;
// case inventory::PossessionsLegs:
// return textures::TextureLegs;
// case inventory::PossessionsFeet:
// return textures::TextureFeet;
// case inventory::PossessionsPrimary:
// return textures::TexturePrimary;
// case inventory::PossessionsSecondary:
// return textures::TextureSecondary;
// default:
// return textures::TextureInvalid;
// }
//}
//int EQEmu::textures::ConvertEquipmentSlotToTextureSlot(const InventorySlot &equipment_slot)
//{
// if (equipment_slot.Type() != inventory::InvTypePossessions || equipment_slot.Bag() != inventory::InvBagInvalid || equipment_slot.Aug() != inventory::InvAugInvalid)
// return textures::TextureInvalid;
//
// return ConvertEquipmentSlotToTextureSlot(equipment_slot.Slot());
//}
//EQEmu::InventorySlot EQEmu::textures::ConvertTextureSlotToEquipmentSlot(int texture_slot)
//{
// switch (texture_slot) {
// case textures::TextureHead:
// return EQEmu::InventorySlot(inventory::InvTypePossessions, inventory::PossessionsHead);
// case textures::TextureChest:
// return EQEmu::InventorySlot(inventory::InvTypePossessions, inventory::PossessionsChest);
// case textures::TextureArms:
// return EQEmu::InventorySlot(inventory::InvTypePossessions, inventory::PossessionsArms);
// case textures::TextureWrist:
// return EQEmu::InventorySlot(inventory::InvTypePossessions, inventory::PossessionsWrist1);
// case textures::TextureHands:
// return EQEmu::InventorySlot(inventory::InvTypePossessions, inventory::PossessionsHands);
// case textures::TextureLegs:
// return EQEmu::InventorySlot(inventory::InvTypePossessions, inventory::PossessionsLegs);
// case textures::TextureFeet:
// return EQEmu::InventorySlot(inventory::InvTypePossessions, inventory::PossessionsFeet);
// case textures::TexturePrimary:
// return EQEmu::InventorySlot(inventory::InvTypePossessions, inventory::PossessionsPrimary);
// case textures::TextureSecondary:
// return EQEmu::InventorySlot(inventory::InvTypePossessions, inventory::PossessionsSecondary);
// default:
// return EQEmu::InventorySlot();
// }
//}
EQEmu::TextureProfile::TextureProfile()
{
memset(&Slot, 0, (sizeof(Texture_Struct) * textures::TextureCount));
}
EQEmu::TextureShortProfile::TextureShortProfile()
{
memset(&Slot, 0, (sizeof(uint32) * textures::TextureCount));
}
EQEmu::TintProfile::TintProfile()
{
memset(&Slot, 0, (sizeof(uint32) * textures::TextureCount));
}