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
+97 -84
View File
@@ -25,116 +25,129 @@
namespace EQEmu
{
//class InventorySlot;
namespace textures {
//enum : int { TextureInvalid = -1, TextureBegin };
enum : uint8 { TextureInvalid = 255, TextureBegin = 0 };
enum : int8 { textureInvalid = -1, textureBegin };
//enum TextureSlot : int {
enum TextureSlot : uint8 {
TextureHead = TextureBegin,
TextureChest,
TextureArms,
TextureWrist,
TextureHands,
TextureLegs,
TextureFeet,
TexturePrimary,
TextureSecondary,
TextureCount
enum TextureSlot : int8 {
armorHead = textureBegin,
armorChest,
armorArms,
armorWrist,
armorHands,
armorLegs,
armorFeet,
weaponPrimary,
weaponSecondary,
materialCount,
materialInvalid = textureInvalid
};
const int LastTexture = TextureSecondary;
const int LastTintableTexture = TextureFeet;
enum TintSlot : int8 {
tintHead = textureBegin,
tintChest,
tintArms,
tintWrist,
tintHands,
tintLegs,
tintFeet,
tintCount,
tintInvalid = textureInvalid
};
//extern int ConvertEquipmentSlotToTextureSlot(int equipment_slot);
//extern int ConvertEquipmentSlotToTextureSlot(const InventorySlot &equipment_slot);
//extern InventorySlot ConvertTextureSlotToEquipmentSlot(int texture_slot);
const int8 LastTexture = weaponSecondary;
const int8 LastTintableTexture = tintFeet;
struct Texture_Struct {
union {
struct {
struct {
struct {
uint32 _material;
} _1_field;
uint32 _unknown1;
uint32 _elite_model;
} _3_fields;
uint32 _heroic_model;
uint32 _unknown2;
} _5_fields;
uint32 Material;
uint32 Unknown1;
uint32 EliteModel;
uint32 HeroicModel;
uint32 Unknown2; // same as material?
};
};
struct TextureMaterial_Struct {
uint32 Material;
};
struct Tint_Struct {
union {
struct {
uint8 Blue;
uint8 Green;
uint8 Red;
uint8 UseTint; // if there's a tint, this is FF
};
uint32 Color;
};
};
} /*textures*/
struct Texture_Struct {
uint32 Material;
uint32 Unknown1;
uint32 EliteMaterial;
uint32 HeroForgeModel;
uint32 Material2; // Same as material?
};
struct TextureProfile {
union {
struct {
Texture_Struct Head;
Texture_Struct Chest;
Texture_Struct Arms;
Texture_Struct Wrist;
Texture_Struct Hands;
Texture_Struct Legs;
Texture_Struct Feet;
Texture_Struct Primary;
Texture_Struct Secondary;
textures::Texture_Struct Head;
textures::Texture_Struct Chest;
textures::Texture_Struct Arms;
textures::Texture_Struct Wrist;
textures::Texture_Struct Hands;
textures::Texture_Struct Legs;
textures::Texture_Struct Feet;
textures::Texture_Struct Primary;
textures::Texture_Struct Secondary;
};
Texture_Struct Slot[textures::TextureCount];
textures::Texture_Struct Slot[textures::materialCount];
};
TextureProfile();
};
struct TextureShort_Struct {
uint32 Material;
};
struct TextureShortProfile {
struct TextureMaterialProfile {
union {
struct {
TextureShort_Struct Head;
TextureShort_Struct Chest;
TextureShort_Struct Arms;
TextureShort_Struct Wrist;
TextureShort_Struct Hands;
TextureShort_Struct Legs;
TextureShort_Struct Feet;
TextureShort_Struct Primary;
TextureShort_Struct Secondary;
textures::TextureMaterial_Struct Head;
textures::TextureMaterial_Struct Chest;
textures::TextureMaterial_Struct Arms;
textures::TextureMaterial_Struct Wrist;
textures::TextureMaterial_Struct Hands;
textures::TextureMaterial_Struct Legs;
textures::TextureMaterial_Struct Feet;
textures::TextureMaterial_Struct Primary;
textures::TextureMaterial_Struct Secondary;
};
TextureShort_Struct Slot[textures::TextureCount];
textures::TextureMaterial_Struct Slot[textures::materialCount];
};
TextureShortProfile();
};
struct Tint_Struct {
union {
struct {
uint8 Blue;
uint8 Green;
uint8 Red;
uint8 UseTint; // if there's a tint this is FF
};
uint32 Color;
};
//Tint_Struct();
};
struct TintProfile {
union {
struct {
Tint_Struct Head;
Tint_Struct Chest;
Tint_Struct Arms;
Tint_Struct Wrist;
Tint_Struct Hands;
Tint_Struct Legs;
Tint_Struct Feet;
Tint_Struct Primary;
Tint_Struct Secondary;
textures::Tint_Struct Head;
textures::Tint_Struct Chest;
textures::Tint_Struct Arms;
textures::Tint_Struct Wrist;
textures::Tint_Struct Hands;
textures::Tint_Struct Legs;
textures::Tint_Struct Feet;
textures::Tint_Struct Primary;
textures::Tint_Struct Secondary;
};
Tint_Struct Slot[textures::TextureCount];
textures::Tint_Struct Slot[textures::materialCount]; // materialCount is correct..but, {[weaponPrimary],[weaponSecondary]} are not tintable...
};
TintProfile();
};
} /*EQEmu*/