mirror of
https://github.com/EQEmu/Server.git
synced 2026-06-11 15:58:36 +00:00
Added the initial references for two new dictionaries - EmuConstants and EQLimits..more to come.
This commit is contained in:
+61
-50
@@ -1867,52 +1867,57 @@ void Client::FillSpawnStruct(NewSpawn_Struct* ns, Mob* ForWho)
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// (update: i think pp should do it, as this holds LoY dye - plus, this is ugly code with Inventory!)
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const Item_Struct* item = nullptr;
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const ItemInst* inst = nullptr;
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if ((inst = m_inv[SLOT_HANDS]) && inst->IsType(ItemClassCommon)) {
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if ((inst = m_inv[MainHands]) && inst->IsType(ItemClassCommon)) {
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item = inst->GetItem();
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ns->spawn.equipment[MaterialHands] = item->Material;
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ns->spawn.colors[MaterialHands].color = GetEquipmentColor(MaterialHands);
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}
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if ((inst = m_inv[SLOT_HEAD]) && inst->IsType(ItemClassCommon)) {
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if ((inst = m_inv[MainHead]) && inst->IsType(ItemClassCommon)) {
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item = inst->GetItem();
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ns->spawn.equipment[MaterialHead] = item->Material;
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ns->spawn.colors[MaterialHead].color = GetEquipmentColor(MaterialHead);
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}
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if ((inst = m_inv[SLOT_ARMS]) && inst->IsType(ItemClassCommon)) {
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if ((inst = m_inv[MainArms]) && inst->IsType(ItemClassCommon)) {
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item = inst->GetItem();
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ns->spawn.equipment[MaterialArms] = item->Material;
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ns->spawn.colors[MaterialArms].color = GetEquipmentColor(MaterialArms);
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}
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if ((inst = m_inv[SLOT_BRACER01]) && inst->IsType(ItemClassCommon)) {
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if ((inst = m_inv[MainWrist1]) && inst->IsType(ItemClassCommon)) {
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item = inst->GetItem();
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ns->spawn.equipment[MaterialWrist]= item->Material;
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ns->spawn.colors[MaterialWrist].color = GetEquipmentColor(MaterialWrist);
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}
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/*
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// non-live behavior
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if ((inst = m_inv[SLOT_BRACER02]) && inst->IsType(ItemClassCommon)) {
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item = inst->GetItem();
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ns->spawn.equipment[MaterialWrist]= item->Material;
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ns->spawn.colors[MaterialWrist].color = GetEquipmentColor(MaterialWrist);
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}
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if ((inst = m_inv[SLOT_CHEST]) && inst->IsType(ItemClassCommon)) {
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*/
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if ((inst = m_inv[MainChest]) && inst->IsType(ItemClassCommon)) {
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item = inst->GetItem();
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ns->spawn.equipment[MaterialChest] = item->Material;
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ns->spawn.colors[MaterialChest].color = GetEquipmentColor(MaterialChest);
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}
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if ((inst = m_inv[SLOT_LEGS]) && inst->IsType(ItemClassCommon)) {
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if ((inst = m_inv[MainLegs]) && inst->IsType(ItemClassCommon)) {
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item = inst->GetItem();
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ns->spawn.equipment[MaterialLegs] = item->Material;
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ns->spawn.colors[MaterialLegs].color = GetEquipmentColor(MaterialLegs);
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}
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if ((inst = m_inv[SLOT_FEET]) && inst->IsType(ItemClassCommon)) {
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if ((inst = m_inv[MainFeet]) && inst->IsType(ItemClassCommon)) {
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item = inst->GetItem();
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ns->spawn.equipment[MaterialFeet] = item->Material;
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ns->spawn.colors[MaterialFeet].color = GetEquipmentColor(MaterialFeet);
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}
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if ((inst = m_inv[SLOT_PRIMARY]) && inst->IsType(ItemClassCommon)) {
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if ((inst = m_inv[MainPrimary]) && inst->IsType(ItemClassCommon)) {
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item = inst->GetItem();
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if (strlen(item->IDFile) > 2)
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ns->spawn.equipment[MaterialPrimary] = atoi(&item->IDFile[2]);
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}
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if ((inst = m_inv[SLOT_SECONDARY]) && inst->IsType(ItemClassCommon)) {
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if ((inst = m_inv[MainSecondary]) && inst->IsType(ItemClassCommon)) {
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item = inst->GetItem();
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if (strlen(item->IDFile) > 2)
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ns->spawn.equipment[MaterialSecondary] = atoi(&item->IDFile[2]);
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@@ -2624,7 +2629,7 @@ bool Client::BindWound(Mob* bindmob, bool start, bool fail){
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if(!bindwound_timer.Enabled()) {
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//make sure we actually have a bandage... and consume it.
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int16 bslot = m_inv.HasItemByUse(ItemTypeBandage, 1, invWhereWorn|invWherePersonal);
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if(bslot == SLOT_INVALID) {
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if (bslot == INVALID_INDEX) {
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bind_out->type = 3;
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QueuePacket(outapp);
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bind_out->type = 7; //this is the wrong message, dont know the right one.
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@@ -2775,28 +2780,31 @@ bool Client::BindWound(Mob* bindmob, bool start, bool fail){
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return true;
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}
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void Client::SetMaterial(int16 in_slot, uint32 item_id){
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void Client::SetMaterial(int16 in_slot, uint32 item_id) {
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const Item_Struct* item = database.GetItem(item_id);
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if (item && (item->ItemClass==ItemClassCommon)) {
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if (in_slot==SLOT_HEAD)
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if (in_slot==MainHead)
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m_pp.item_material[MaterialHead] = item->Material;
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else if (in_slot==SLOT_CHEST)
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else if (in_slot==MainChest)
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m_pp.item_material[MaterialChest] = item->Material;
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else if (in_slot==SLOT_ARMS)
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else if (in_slot==MainArms)
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m_pp.item_material[MaterialArms] = item->Material;
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else if (in_slot==SLOT_BRACER01)
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else if (in_slot==MainWrist1)
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m_pp.item_material[MaterialWrist] = item->Material;
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/*
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// non-live behavior
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else if (in_slot==SLOT_BRACER02)
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m_pp.item_material[MaterialWrist] = item->Material;
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else if (in_slot==SLOT_HANDS)
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*/
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else if (in_slot==MainHands)
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m_pp.item_material[MaterialHands] = item->Material;
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else if (in_slot==SLOT_LEGS)
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else if (in_slot==MainLegs)
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m_pp.item_material[MaterialLegs] = item->Material;
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else if (in_slot==SLOT_FEET)
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else if (in_slot==MainFeet)
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m_pp.item_material[MaterialFeet] = item->Material;
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else if (in_slot==SLOT_PRIMARY)
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m_pp.item_material[MaterialPrimary] = atoi(item->IDFile+2);
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else if (in_slot==SLOT_SECONDARY)
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else if (in_slot==MainPrimary)
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m_pp.item_material[MaterialPrimary] = atoi(item->IDFile+2);
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else if (in_slot==MainSecondary)
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m_pp.item_material[MaterialSecondary] = atoi(item->IDFile+2);
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}
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}
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@@ -3118,25 +3126,28 @@ void Client::SetTint(int16 in_slot, uint32 color) {
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// Still need to reconcile bracer01 versus bracer02
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void Client::SetTint(int16 in_slot, Color_Struct& color) {
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if (in_slot==SLOT_HEAD)
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if (in_slot==MainHead)
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m_pp.item_tint[MaterialHead].color=color.color;
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else if (in_slot==SLOT_ARMS)
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else if (in_slot==MainArms)
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m_pp.item_tint[MaterialArms].color=color.color;
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else if (in_slot==SLOT_BRACER01)
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else if (in_slot==MainWrist1)
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m_pp.item_tint[MaterialWrist].color=color.color;
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/*
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// non-live behavior
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else if (in_slot==SLOT_BRACER02)
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m_pp.item_tint[MaterialWrist].color=color.color;
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else if (in_slot==SLOT_HANDS)
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*/
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else if (in_slot==MainHands)
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m_pp.item_tint[MaterialHands].color=color.color;
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else if (in_slot==SLOT_PRIMARY)
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else if (in_slot==MainPrimary)
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m_pp.item_tint[MaterialPrimary].color=color.color;
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else if (in_slot==SLOT_SECONDARY)
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else if (in_slot==MainSecondary)
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m_pp.item_tint[MaterialSecondary].color=color.color;
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else if (in_slot==SLOT_CHEST)
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else if (in_slot==MainChest)
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m_pp.item_tint[MaterialChest].color=color.color;
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else if (in_slot==SLOT_LEGS)
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else if (in_slot==MainLegs)
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m_pp.item_tint[MaterialLegs].color=color.color;
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else if (in_slot==SLOT_FEET)
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else if (in_slot==MainFeet)
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m_pp.item_tint[MaterialFeet].color=color.color;
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}
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@@ -3202,57 +3213,57 @@ void Client::LinkDead()
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}
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uint8 Client::SlotConvert(uint8 slot,bool bracer){
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uint8 slot2=0;
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uint8 slot2=0; // why are we returning MainCharm instead of INVALID_INDEX? (must be a pre-charm segment...)
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if(bracer)
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return SLOT_BRACER02;
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return MainWrist2;
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switch(slot){
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case MaterialHead:
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slot2=SLOT_HEAD;
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slot2=MainHead;
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break;
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case MaterialChest:
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slot2=SLOT_CHEST;
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slot2=MainChest;
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break;
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case MaterialArms:
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slot2=SLOT_ARMS;
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slot2=MainArms;
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break;
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case MaterialWrist:
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slot2=SLOT_BRACER01;
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slot2=MainWrist1;
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break;
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case MaterialHands:
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slot2=SLOT_HANDS;
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slot2=MainHands;
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break;
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case MaterialLegs:
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slot2=SLOT_LEGS;
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slot2=MainLegs;
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break;
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case MaterialFeet:
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slot2=SLOT_FEET;
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slot2=MainFeet;
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break;
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}
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return slot2;
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}
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uint8 Client::SlotConvert2(uint8 slot){
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uint8 slot2=0;
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uint8 slot2=0; // same as above...
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switch(slot){
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case SLOT_HEAD:
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case MainHead:
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slot2=MaterialHead;
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break;
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case SLOT_CHEST:
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case MainChest:
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slot2=MaterialChest;
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break;
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case SLOT_ARMS:
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case MainArms:
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slot2=MaterialArms;
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break;
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case SLOT_BRACER01:
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case MainWrist1:
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slot2=MaterialWrist;
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break;
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case SLOT_HANDS:
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case MainHands:
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slot2=MaterialHands;
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break;
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case SLOT_LEGS:
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case MainLegs:
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slot2=MaterialLegs;
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break;
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case SLOT_FEET:
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case MainFeet:
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slot2=MaterialFeet;
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break;
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}
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@@ -4900,7 +4911,7 @@ void Client::ShowSkillsWindow()
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if(GetSkill(it->second) > 0 || MaxSkill(it->second) > 0) {
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WindowText += it->first;
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// line up the values
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for (int j = 0; j < MAX_AUGMENT_SLOTS; j++)
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for (int j = 0; j < EmuConstants::ITEM_COMMON_SIZE; j++)
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WindowText += " ";
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WindowText += itoa(this->GetSkill(it->second));
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if (MaxSkill(it->second) > 0) {
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@@ -7854,7 +7865,7 @@ void Client::TryItemTick(int slot)
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//Only look at augs in main inventory
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if(slot > 21) { return; }
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for(int x = 0; x < MAX_AUGMENT_SLOTS; ++x)
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for (int x = 0; x < EmuConstants::ITEM_COMMON_SIZE; ++x)
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{
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ItemInst * a_inst = inst->GetAugment(x);
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if(!a_inst) { continue; }
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@@ -7911,7 +7922,7 @@ void Client::TryItemTimer(int slot)
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return;
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}
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for(int x = 0; x < MAX_AUGMENT_SLOTS; ++x)
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for (int x = 0; x < EmuConstants::ITEM_COMMON_SIZE; ++x)
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{
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ItemInst * a_inst = inst->GetAugment(x);
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if(!a_inst) {
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