Reintegration of inventory-based EQDictionary references

This commit is contained in:
Uleat
2018-07-05 21:05:26 -04:00
parent d2683022e1
commit c435a77813
91 changed files with 4474 additions and 4546 deletions
+12 -12
View File
@@ -263,7 +263,7 @@ void NPC::AddLootDrop(const EQEmu::ItemData *item2, ItemList* itemlist, int16 ch
item->attuned = 0;
item->min_level = minlevel;
item->max_level = maxlevel;
item->equip_slot = EQEmu::inventory::slotInvalid;
item->equip_slot = EQEmu::invslot::SLOT_INVALID;
if (equipit) {
uint8 eslot = 0xFF;
@@ -282,7 +282,7 @@ void NPC::AddLootDrop(const EQEmu::ItemData *item2, ItemList* itemlist, int16 ch
// it is an improvement.
if (!item2->NoPet) {
for (int i = 0; !found && i < EQEmu::legacy::EQUIPMENT_SIZE; i++) {
for (int i = EQEmu::invslot::EQUIPMENT_BEGIN; !found && i <= EQEmu::invslot::EQUIPMENT_END; i++) {
uint32 slots = (1 << i);
if (item2->Slots & slots) {
if(equipment[i])
@@ -323,7 +323,7 @@ void NPC::AddLootDrop(const EQEmu::ItemData *item2, ItemList* itemlist, int16 ch
// @merth: IDFile size has been increased, this needs to change
uint16 emat;
if(item2->Material <= 0
|| item2->Slots & (1 << EQEmu::inventory::slotPrimary | 1 << EQEmu::inventory::slotSecondary)) {
|| item2->Slots & (1 << EQEmu::invslot::slotPrimary | 1 << EQEmu::invslot::slotSecondary)) {
memset(newid, 0, sizeof(newid));
for(int i=0;i<7;i++){
if (!isalpha(item2->IDFile[i])){
@@ -337,7 +337,7 @@ void NPC::AddLootDrop(const EQEmu::ItemData *item2, ItemList* itemlist, int16 ch
emat = item2->Material;
}
if (foundslot == EQEmu::inventory::slotPrimary) {
if (foundslot == EQEmu::invslot::slotPrimary) {
if (item2->Proc.Effect != 0)
CastToMob()->AddProcToWeapon(item2->Proc.Effect, true);
@@ -350,7 +350,7 @@ void NPC::AddLootDrop(const EQEmu::ItemData *item2, ItemList* itemlist, int16 ch
if (item2->IsType2HWeapon())
SetTwoHanderEquipped(true);
}
else if (foundslot == EQEmu::inventory::slotSecondary
else if (foundslot == EQEmu::invslot::slotSecondary
&& (GetOwner() != nullptr || (CanThisClassDualWield() && zone->random.Roll(NPC_DW_CHANCE)) || (item2->Damage==0)) &&
(item2->IsType1HWeapon() || item2->ItemType == EQEmu::item::ItemTypeShield))
{
@@ -361,25 +361,25 @@ void NPC::AddLootDrop(const EQEmu::ItemData *item2, ItemList* itemlist, int16 ch
if (item2->Damage > 0)
SendAddPlayerState(PlayerState::SecondaryWeaponEquipped);
}
else if (foundslot == EQEmu::inventory::slotHead) {
else if (foundslot == EQEmu::invslot::slotHead) {
eslot = EQEmu::textures::armorHead;
}
else if (foundslot == EQEmu::inventory::slotChest) {
else if (foundslot == EQEmu::invslot::slotChest) {
eslot = EQEmu::textures::armorChest;
}
else if (foundslot == EQEmu::inventory::slotArms) {
else if (foundslot == EQEmu::invslot::slotArms) {
eslot = EQEmu::textures::armorArms;
}
else if (foundslot == EQEmu::inventory::slotWrist1 || foundslot == EQEmu::inventory::slotWrist2) {
else if (foundslot == EQEmu::invslot::slotWrist1 || foundslot == EQEmu::invslot::slotWrist2) {
eslot = EQEmu::textures::armorWrist;
}
else if (foundslot == EQEmu::inventory::slotHands) {
else if (foundslot == EQEmu::invslot::slotHands) {
eslot = EQEmu::textures::armorHands;
}
else if (foundslot == EQEmu::inventory::slotLegs) {
else if (foundslot == EQEmu::invslot::slotLegs) {
eslot = EQEmu::textures::armorLegs;
}
else if (foundslot == EQEmu::inventory::slotFeet) {
else if (foundslot == EQEmu::invslot::slotFeet) {
eslot = EQEmu::textures::armorFeet;
}