Rework of eq_dictionary

This commit is contained in:
Uleat
2016-04-07 17:21:55 -04:00
parent 6ea061dc55
commit e75a53b775
70 changed files with 2786 additions and 2779 deletions
+56 -56
View File
@@ -2731,7 +2731,7 @@ void Client::SetMaterial(int16 in_slot, uint32 item_id) {
if (item && (item->ItemClass==ItemClassCommon))
{
uint8 matslot = Inventory::CalcMaterialFromSlot(in_slot);
if (matslot != _MaterialInvalid)
if (matslot != MaterialInvalid)
{
m_pp.item_material[matslot] = GetEquipmentMaterial(matslot);
}
@@ -3073,7 +3073,7 @@ void Client::SetTint(int16 in_slot, uint32 color) {
void Client::SetTint(int16 in_slot, Color_Struct& color) {
uint8 matslot = Inventory::CalcMaterialFromSlot(in_slot);
if (matslot != _MaterialInvalid)
if (matslot != MaterialInvalid)
{
m_pp.item_tint[matslot].Color = color.Color;
database.SaveCharacterMaterialColor(this->CharacterID(), in_slot, color.Color);
@@ -3148,58 +3148,58 @@ 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...)
uint8 slot2 = 0; // why are we returning MainCharm instead of INVALID_INDEX? (must be a pre-charm segment...)
if(bracer)
return MainWrist2;
return SlotWrist2;
switch(slot){
case MaterialHead:
slot2=MainHead;
slot2 = SlotHead;
break;
case MaterialChest:
slot2=MainChest;
slot2 = SlotChest;
break;
case MaterialArms:
slot2=MainArms;
slot2 = SlotArms;
break;
case MaterialWrist:
slot2=MainWrist1;
slot2 = SlotWrist1;
break;
case MaterialHands:
slot2=MainHands;
slot2 = SlotHands;
break;
case MaterialLegs:
slot2=MainLegs;
slot2 = SlotLegs;
break;
case MaterialFeet:
slot2=MainFeet;
slot2 = SlotFeet;
break;
}
return slot2;
}
uint8 Client::SlotConvert2(uint8 slot){
uint8 slot2=0; // same as above...
uint8 slot2 = 0; // same as above...
switch(slot){
case MainHead:
slot2=MaterialHead;
case SlotHead:
slot2 = MaterialHead;
break;
case MainChest:
slot2=MaterialChest;
case SlotChest:
slot2 = MaterialChest;
break;
case MainArms:
slot2=MaterialArms;
case SlotArms:
slot2 = MaterialArms;
break;
case MainWrist1:
slot2=MaterialWrist;
case SlotWrist1:
slot2 = MaterialWrist;
break;
case MainHands:
slot2=MaterialHands;
case SlotHands:
slot2 = MaterialHands;
break;
case MainLegs:
slot2=MaterialLegs;
case SlotLegs:
slot2 = MaterialLegs;
break;
case MainFeet:
slot2=MaterialFeet;
case SlotFeet:
slot2 = MaterialFeet;
break;
}
return slot2;
@@ -4203,14 +4203,14 @@ bool Client::GroupFollow(Client* inviter) {
uint16 Client::GetPrimarySkillValue()
{
SkillUseTypes skill = HIGHEST_SKILL; //because nullptr == 0, which is 1H Slashing, & we want it to return 0 from GetSkill
bool equiped = m_inv.GetItem(MainPrimary);
bool equiped = m_inv.GetItem(SlotPrimary);
if (!equiped)
skill = SkillHandtoHand;
else {
uint8 type = m_inv.GetItem(MainPrimary)->GetItem()->ItemType; //is this the best way to do this?
uint8 type = m_inv.GetItem(SlotPrimary)->GetItem()->ItemType; //is this the best way to do this?
switch (type)
{
@@ -5391,7 +5391,7 @@ bool Client::TryReward(uint32 claim_id)
// save
uint32 free_slot = 0xFFFFFFFF;
for (int i = EmuConstants::GENERAL_BEGIN; i <= EmuConstants::GENERAL_END; ++i) {
for (int i = EQEmu::Constants::GENERAL_BEGIN; i <= EQEmu::Constants::GENERAL_END; ++i) {
ItemInst *item = GetInv().GetItem(i);
if (!item) {
free_slot = i;
@@ -5737,30 +5737,30 @@ void Client::ProcessInspectRequest(Client* requestee, Client* requester) {
}
}
inst = requestee->GetInv().GetItem(MainPowerSource);
inst = requestee->GetInv().GetItem(SlotPowerSource);
if(inst) {
item = inst->GetItem();
if(item) {
// we shouldn't do this..but, that's the way it's coded atm...
// (this type of action should be handled exclusively in the client translator)
strcpy(insr->itemnames[SoF::slots::MainPowerSource], item->Name);
insr->itemicons[SoF::slots::MainPowerSource] = item->Icon;
strcpy(insr->itemnames[SoF::inventory::SlotPowerSource], item->Name);
insr->itemicons[SoF::inventory::SlotPowerSource] = item->Icon;
}
else
insr->itemicons[SoF::slots::MainPowerSource] = 0xFFFFFFFF;
insr->itemicons[SoF::inventory::SlotPowerSource] = 0xFFFFFFFF;
}
inst = requestee->GetInv().GetItem(MainAmmo);
inst = requestee->GetInv().GetItem(SlotAmmo);
if(inst) {
item = inst->GetItem();
if(item) {
strcpy(insr->itemnames[SoF::slots::MainAmmo], item->Name);
insr->itemicons[SoF::slots::MainAmmo] = item->Icon;
strcpy(insr->itemnames[SoF::inventory::SlotAmmo], item->Name);
insr->itemicons[SoF::inventory::SlotAmmo] = item->Icon;
}
else
insr->itemicons[SoF::slots::MainAmmo] = 0xFFFFFFFF;
insr->itemicons[SoF::inventory::SlotAmmo] = 0xFFFFFFFF;
}
strcpy(insr->text, requestee->GetInspectMessage().text);
@@ -6306,7 +6306,7 @@ void Client::Doppelganger(uint16 spell_id, Mob *target, const char *name_overrid
made_npc->drakkin_details = GetDrakkinDetails();
made_npc->d_melee_texture1 = GetEquipmentMaterial(MaterialPrimary);
made_npc->d_melee_texture2 = GetEquipmentMaterial(MaterialSecondary);
for (int i = EmuConstants::MATERIAL_BEGIN; i <= EmuConstants::MATERIAL_END; i++) {
for (int i = EQEmu::Constants::MATERIAL_BEGIN; i <= EQEmu::Constants::MATERIAL_END; i++) {
made_npc->armor_tint[i] = GetEquipmentColor(i);
}
made_npc->loottable_id = 0;
@@ -7582,7 +7582,7 @@ void Client::GarbleMessage(char *message, uint8 variance)
for (size_t i = 0; i < strlen(message); i++) {
// Client expects hex values inside of a text link body
if (message[i] == delimiter) {
if (!(delimiter_count & 1)) { i += EmuConstants::TEXT_LINK_BODY_LENGTH; }
if (!(delimiter_count & 1)) { i += EQEmu::Constants::TEXT_LINK_BODY_LENGTH; }
++delimiter_count;
continue;
}
@@ -8007,17 +8007,17 @@ void Client::TickItemCheck()
if(zone->tick_items.empty()) { return; }
//Scan equip slots for items
for(i = EmuConstants::EQUIPMENT_BEGIN; i <= EmuConstants::EQUIPMENT_END; i++)
for (i = EQEmu::Constants::EQUIPMENT_BEGIN; i <= EQEmu::Constants::EQUIPMENT_END; i++)
{
TryItemTick(i);
}
//Scan main inventory + cursor
for(i = EmuConstants::GENERAL_BEGIN; i <= MainCursor; i++)
for (i = EQEmu::Constants::GENERAL_BEGIN; i <= SlotCursor; i++)
{
TryItemTick(i);
}
//Scan bags
for(i = EmuConstants::GENERAL_BAGS_BEGIN; i <= EmuConstants::CURSOR_BAG_END; i++)
for (i = EQEmu::Constants::GENERAL_BAGS_BEGIN; i <= EQEmu::Constants::CURSOR_BAG_END; i++)
{
TryItemTick(i);
}
@@ -8033,7 +8033,7 @@ void Client::TryItemTick(int slot)
if(zone->tick_items.count(iid) > 0)
{
if( GetLevel() >= zone->tick_items[iid].level && zone->random.Int(0, 100) >= (100 - zone->tick_items[iid].chance) && (zone->tick_items[iid].bagslot || slot <= EmuConstants::EQUIPMENT_END) )
if (GetLevel() >= zone->tick_items[iid].level && zone->random.Int(0, 100) >= (100 - zone->tick_items[iid].chance) && (zone->tick_items[iid].bagslot || slot <= EQEmu::Constants::EQUIPMENT_END))
{
ItemInst* e_inst = (ItemInst*)inst;
parse->EventItem(EVENT_ITEM_TICK, this, e_inst, nullptr, "", slot);
@@ -8041,9 +8041,9 @@ void Client::TryItemTick(int slot)
}
//Only look at augs in main inventory
if(slot > EmuConstants::EQUIPMENT_END) { return; }
if (slot > EQEmu::Constants::EQUIPMENT_END) { return; }
for (int x = AUG_BEGIN; x < EmuConstants::ITEM_COMMON_SIZE; ++x)
for (int x = AUG_BEGIN; x < EQEmu::Constants::ITEM_COMMON_SIZE; ++x)
{
ItemInst * a_inst = inst->GetAugment(x);
if(!a_inst) { continue; }
@@ -8064,17 +8064,17 @@ void Client::TryItemTick(int slot)
void Client::ItemTimerCheck()
{
int i;
for(i = EmuConstants::EQUIPMENT_BEGIN; i <= EmuConstants::EQUIPMENT_END; i++)
for (i = EQEmu::Constants::EQUIPMENT_BEGIN; i <= EQEmu::Constants::EQUIPMENT_END; i++)
{
TryItemTimer(i);
}
for(i = EmuConstants::GENERAL_BEGIN; i <= MainCursor; i++)
for (i = EQEmu::Constants::GENERAL_BEGIN; i <= SlotCursor; i++)
{
TryItemTimer(i);
}
for(i = EmuConstants::GENERAL_BAGS_BEGIN; i <= EmuConstants::CURSOR_BAG_END; i++)
for (i = EQEmu::Constants::GENERAL_BAGS_BEGIN; i <= EQEmu::Constants::CURSOR_BAG_END; i++)
{
TryItemTimer(i);
}
@@ -8096,11 +8096,11 @@ void Client::TryItemTimer(int slot)
++it_iter;
}
if(slot > EmuConstants::EQUIPMENT_END) {
if (slot > EQEmu::Constants::EQUIPMENT_END) {
return;
}
for (int x = AUG_BEGIN; x < EmuConstants::ITEM_COMMON_SIZE; ++x)
for (int x = AUG_BEGIN; x < EQEmu::Constants::ITEM_COMMON_SIZE; ++x)
{
ItemInst * a_inst = inst->GetAugment(x);
if(!a_inst) {
@@ -8388,12 +8388,12 @@ void Client::ShowNumHits()
int Client::GetQuiverHaste(int delay)
{
const ItemInst *pi = nullptr;
for (int r = EmuConstants::GENERAL_BEGIN; r <= EmuConstants::GENERAL_END; r++) {
for (int r = EQEmu::Constants::GENERAL_BEGIN; r <= EQEmu::Constants::GENERAL_END; r++) {
pi = GetInv().GetItem(r);
if (pi && pi->IsType(ItemClassContainer) && pi->GetItem()->BagType == BagTypeQuiver &&
pi->GetItem()->BagWR > 0)
break;
if (r == EmuConstants::GENERAL_END)
if (r == EQEmu::Constants::GENERAL_END)
// we will get here if we don't find a valid quiver
return 0;
}
@@ -8427,7 +8427,7 @@ std::string Client::TextLink::GenerateLink()
generate_body();
generate_text();
if ((m_LinkBody.length() == EmuConstants::TEXT_LINK_BODY_LENGTH) && (m_LinkText.length() > 0)) {
if ((m_LinkBody.length() == EQEmu::Constants::TEXT_LINK_BODY_LENGTH) && (m_LinkText.length() > 0)) {
m_Link.push_back(0x12);
m_Link.append(m_LinkBody);
m_Link.append(m_LinkText);
@@ -8619,7 +8619,7 @@ void Client::TextLink::generate_text()
bool Client::TextLink::DegenerateLinkBody(TextLinkBody_Struct& textLinkBodyStruct, const std::string& textLinkBody)
{
memset(&textLinkBodyStruct, 0, sizeof(TextLinkBody_Struct));
if (textLinkBody.length() != EmuConstants::TEXT_LINK_BODY_LENGTH) { return false; }
if (textLinkBody.length() != EQEmu::Constants::TEXT_LINK_BODY_LENGTH) { return false; }
textLinkBodyStruct.unknown_1 = (uint8)strtol(textLinkBody.substr(0, 1).c_str(), nullptr, 16);
textLinkBodyStruct.item_id = (uint32)strtol(textLinkBody.substr(1, 5).c_str(), nullptr, 16);
@@ -8657,7 +8657,7 @@ bool Client::TextLink::GenerateLinkBody(std::string& textLinkBody, const TextLin
(0xFFFFFFFF & textLinkBodyStruct.hash)
);
if (textLinkBody.length() != EmuConstants::TEXT_LINK_BODY_LENGTH) { return false; }
if (textLinkBody.length() != EQEmu::Constants::TEXT_LINK_BODY_LENGTH) { return false; }
return true;
}
@@ -8680,7 +8680,7 @@ 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, MainPowerSource);
SummonItem(itemid, 0, 0, 0, 0, 0, 0, false, SlotPowerSource);
if (faction)
{