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
+47 -47
View File
@@ -2800,7 +2800,7 @@ void Client::SetMaterial(int16 in_slot, uint32 item_id) {
if (item && item->IsClassCommon())
{
uint8 matslot = Inventory::CalcMaterialFromSlot(in_slot);
if (matslot != EQEmu::textures::TextureInvalid)
if (matslot != EQEmu::textures::materialInvalid)
{
m_pp.item_material.Slot[matslot].Material = GetEquipmentMaterial(matslot);
}
@@ -3132,17 +3132,17 @@ void Client::Tell_StringID(uint32 string_id, const char *who, const char *messag
}
void Client::SetTint(int16 in_slot, uint32 color) {
EQEmu::Tint_Struct new_color;
EQEmu::textures::Tint_Struct new_color;
new_color.Color = color;
SetTint(in_slot, new_color);
database.SaveCharacterMaterialColor(this->CharacterID(), in_slot, color);
}
// Still need to reconcile bracer01 versus bracer02
void Client::SetTint(int16 in_slot, EQEmu::Tint_Struct& color) {
void Client::SetTint(int16 in_slot, EQEmu::textures::Tint_Struct& color) {
uint8 matslot = Inventory::CalcMaterialFromSlot(in_slot);
if (matslot != EQEmu::textures::TextureInvalid)
if (matslot != EQEmu::textures::materialInvalid)
{
m_pp.item_tint.Slot[matslot].Color = color.Color;
database.SaveCharacterMaterialColor(this->CharacterID(), in_slot, color.Color);
@@ -3219,28 +3219,28 @@ void Client::LinkDead()
uint8 Client::SlotConvert(uint8 slot,bool bracer){
uint8 slot2 = 0; // why are we returning MainCharm instead of INVALID_INDEX? (must be a pre-charm segment...)
if(bracer)
return EQEmu::legacy::SlotWrist2;
return EQEmu::inventory::slotWrist2;
switch(slot) {
case EQEmu::textures::TextureHead:
slot2 = EQEmu::legacy::SlotHead;
case EQEmu::textures::armorHead:
slot2 = EQEmu::inventory::slotHead;
break;
case EQEmu::textures::TextureChest:
slot2 = EQEmu::legacy::SlotChest;
case EQEmu::textures::armorChest:
slot2 = EQEmu::inventory::slotChest;
break;
case EQEmu::textures::TextureArms:
slot2 = EQEmu::legacy::SlotArms;
case EQEmu::textures::armorArms:
slot2 = EQEmu::inventory::slotArms;
break;
case EQEmu::textures::TextureWrist:
slot2 = EQEmu::legacy::SlotWrist1;
case EQEmu::textures::armorWrist:
slot2 = EQEmu::inventory::slotWrist1;
break;
case EQEmu::textures::TextureHands:
slot2 = EQEmu::legacy::SlotHands;
case EQEmu::textures::armorHands:
slot2 = EQEmu::inventory::slotHands;
break;
case EQEmu::textures::TextureLegs:
slot2 = EQEmu::legacy::SlotLegs;
case EQEmu::textures::armorLegs:
slot2 = EQEmu::inventory::slotLegs;
break;
case EQEmu::textures::TextureFeet:
slot2 = EQEmu::legacy::SlotFeet;
case EQEmu::textures::armorFeet:
slot2 = EQEmu::inventory::slotFeet;
break;
}
return slot2;
@@ -3249,26 +3249,26 @@ uint8 Client::SlotConvert(uint8 slot,bool bracer){
uint8 Client::SlotConvert2(uint8 slot){
uint8 slot2 = 0; // same as above...
switch(slot){
case EQEmu::legacy::SlotHead:
slot2 = EQEmu::textures::TextureHead;
case EQEmu::inventory::slotHead:
slot2 = EQEmu::textures::armorHead;
break;
case EQEmu::legacy::SlotChest:
slot2 = EQEmu::textures::TextureChest;
case EQEmu::inventory::slotChest:
slot2 = EQEmu::textures::armorChest;
break;
case EQEmu::legacy::SlotArms:
slot2 = EQEmu::textures::TextureArms;
case EQEmu::inventory::slotArms:
slot2 = EQEmu::textures::armorArms;
break;
case EQEmu::legacy::SlotWrist1:
slot2 = EQEmu::textures::TextureWrist;
case EQEmu::inventory::slotWrist1:
slot2 = EQEmu::textures::armorWrist;
break;
case EQEmu::legacy::SlotHands:
slot2 = EQEmu::textures::TextureHands;
case EQEmu::inventory::slotHands:
slot2 = EQEmu::textures::armorHands;
break;
case EQEmu::legacy::SlotLegs:
slot2 = EQEmu::textures::TextureLegs;
case EQEmu::inventory::slotLegs:
slot2 = EQEmu::textures::armorLegs;
break;
case EQEmu::legacy::SlotFeet:
slot2 = EQEmu::textures::TextureFeet;
case EQEmu::inventory::slotFeet:
slot2 = EQEmu::textures::armorFeet;
break;
}
return slot2;
@@ -4268,14 +4268,14 @@ bool Client::GroupFollow(Client* inviter) {
uint16 Client::GetPrimarySkillValue()
{
EQEmu::skills::SkillType skill = EQEmu::skills::HIGHEST_SKILL; //because nullptr == 0, which is 1H Slashing, & we want it to return 0 from GetSkill
bool equiped = m_inv.GetItem(EQEmu::legacy::SlotPrimary);
bool equiped = m_inv.GetItem(EQEmu::inventory::slotPrimary);
if (!equiped)
skill = EQEmu::skills::SkillHandtoHand;
else {
uint8 type = m_inv.GetItem(EQEmu::legacy::SlotPrimary)->GetItem()->ItemType; //is this the best way to do this?
uint8 type = m_inv.GetItem(EQEmu::inventory::slotPrimary)->GetItem()->ItemType; //is this the best way to do this?
switch (type) {
case EQEmu::item::ItemType1HSlash: // 1H Slashing
@@ -5785,7 +5785,7 @@ void Client::ProcessInspectRequest(Client* requestee, Client* requester) {
}
}
inst = requestee->GetInv().GetItem(EQEmu::legacy::SlotPowerSource);
inst = requestee->GetInv().GetItem(EQEmu::inventory::slotPowerSource);
if(inst) {
item = inst->GetItem();
@@ -5799,7 +5799,7 @@ void Client::ProcessInspectRequest(Client* requestee, Client* requester) {
insr->itemicons[SoF::invslot::PossessionsPowerSource] = 0xFFFFFFFF;
}
inst = requestee->GetInv().GetItem(EQEmu::legacy::SlotAmmo);
inst = requestee->GetInv().GetItem(EQEmu::inventory::slotAmmo);
if(inst) {
item = inst->GetItem();
@@ -6341,8 +6341,8 @@ void Client::Doppelganger(uint16 spell_id, Mob *target, const char *name_overrid
made_npc->Corrup = GetCorrup();
made_npc->PhR = GetPhR();
// looks
made_npc->texture = GetEquipmentMaterial(EQEmu::textures::TextureChest);
made_npc->helmtexture = GetEquipmentMaterial(EQEmu::textures::TextureHead);
made_npc->texture = GetEquipmentMaterial(EQEmu::textures::armorChest);
made_npc->helmtexture = GetEquipmentMaterial(EQEmu::textures::armorHead);
made_npc->haircolor = GetHairColor();
made_npc->beardcolor = GetBeardColor();
made_npc->eyecolor1 = GetEyeColor1();
@@ -6353,9 +6353,9 @@ void Client::Doppelganger(uint16 spell_id, Mob *target, const char *name_overrid
made_npc->drakkin_heritage = GetDrakkinHeritage();
made_npc->drakkin_tattoo = GetDrakkinTattoo();
made_npc->drakkin_details = GetDrakkinDetails();
made_npc->d_melee_texture1 = GetEquipmentMaterial(EQEmu::textures::TexturePrimary);
made_npc->d_melee_texture2 = GetEquipmentMaterial(EQEmu::textures::TextureSecondary);
for (int i = EQEmu::textures::TextureBegin; i <= EQEmu::textures::LastTexture; i++) {
made_npc->d_melee_texture1 = GetEquipmentMaterial(EQEmu::textures::weaponPrimary);
made_npc->d_melee_texture2 = GetEquipmentMaterial(EQEmu::textures::weaponSecondary);
for (int i = EQEmu::textures::textureBegin; i <= EQEmu::textures::LastTexture; i++) {
made_npc->armor_tint.Slot[i].Color = GetEquipmentColor(i);
}
made_npc->loottable_id = 0;
@@ -8061,7 +8061,7 @@ void Client::TickItemCheck()
TryItemTick(i);
}
//Scan main inventory + cursor
for (i = EQEmu::legacy::GENERAL_BEGIN; i <= EQEmu::legacy::SlotCursor; i++)
for (i = EQEmu::legacy::GENERAL_BEGIN; i <= EQEmu::inventory::slotCursor; i++)
{
TryItemTick(i);
}
@@ -8092,7 +8092,7 @@ void Client::TryItemTick(int slot)
//Only look at augs in main inventory
if (slot > EQEmu::legacy::EQUIPMENT_END) { return; }
for (int x = AUG_INDEX_BEGIN; x < EQEmu::legacy::ITEM_COMMON_SIZE; ++x)
for (int x = EQEmu::inventory::socketBegin; x < EQEmu::inventory::SocketCount; ++x)
{
EQEmu::ItemInstance * a_inst = inst->GetAugment(x);
if(!a_inst) { continue; }
@@ -8118,7 +8118,7 @@ void Client::ItemTimerCheck()
TryItemTimer(i);
}
for (i = EQEmu::legacy::GENERAL_BEGIN; i <= EQEmu::legacy::SlotCursor; i++)
for (i = EQEmu::legacy::GENERAL_BEGIN; i <= EQEmu::inventory::slotCursor; i++)
{
TryItemTimer(i);
}
@@ -8149,7 +8149,7 @@ void Client::TryItemTimer(int slot)
return;
}
for (int x = AUG_INDEX_BEGIN; x < EQEmu::legacy::ITEM_COMMON_SIZE; ++x)
for (int x = EQEmu::inventory::socketBegin; x < EQEmu::inventory::SocketCount; ++x)
{
EQEmu::ItemInstance * a_inst = inst->GetAugment(x);
if(!a_inst) {
@@ -8482,7 +8482,7 @@ void Client::QuestReward(Mob* target, uint32 copper, uint32 silver, uint32 gold,
AddMoneyToPP(copper, silver, gold, platinum, false);
if (itemid > 0)
SummonItem(itemid, 0, 0, 0, 0, 0, 0, false, EQEmu::legacy::SlotPowerSource);
SummonItem(itemid, 0, 0, 0, 0, 0, 0, false, EQEmu::inventory::slotPowerSource);
if (faction)
{