Converted enumeration MaterialSlots to EQEmu::textures::TextureSlot

This commit is contained in:
Uleat
2016-05-31 22:07:02 -04:00
parent a38417bf54
commit ea8f81feec
34 changed files with 335 additions and 178 deletions
+1 -1
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@@ -4747,7 +4747,7 @@ void Mob::DoOffHandAttackRounds(Mob *target, ExtraAttackOptions *opts, int speci
// For now, SPECATK_QUAD means innate DW when Combat:UseLiveCombatRounds is true
if ((GetSpecialAbility(SPECATK_INNATE_DW) ||
(RuleB(Combat, UseLiveCombatRounds) && GetSpecialAbility(SPECATK_QUAD))) ||
GetEquipment(EQEmu::legacy::MaterialSecondary) != 0) {
GetEquipment(EQEmu::textures::TextureSecondary) != 0) {
if (CheckDualWield()) {
Attack(target, EQEmu::legacy::SlotSecondary, false, false, false, opts, special);
if (CanThisClassDoubleAttack() && GetLevel() > 35 && CheckDoubleAttack()){
+13 -13
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@@ -2956,7 +2956,7 @@ void Bot::FillSpawnStruct(NewSpawn_Struct* ns, Mob* ForWho) {
const ItemInst* inst = 0;
uint32 spawnedbotid = 0;
spawnedbotid = this->GetBotID();
for (int i = 0; i < EQEmu::legacy::MaterialPrimary; i++) {
for (int i = 0; i < EQEmu::textures::TexturePrimary; i++) {
inst = GetBotItem(i);
if (inst) {
item = inst->GetItem();
@@ -2980,9 +2980,9 @@ void Bot::FillSpawnStruct(NewSpawn_Struct* ns, Mob* ForWho) {
item = inst->GetItem();
if(item) {
if(strlen(item->IDFile) > 2)
ns->spawn.equipment[EQEmu::legacy::MaterialPrimary].Material = atoi(&item->IDFile[2]);
ns->spawn.equipment[EQEmu::textures::TexturePrimary].Material = atoi(&item->IDFile[2]);
ns->spawn.colors[EQEmu::legacy::MaterialPrimary].Color = GetEquipmentColor(EQEmu::legacy::MaterialPrimary);
ns->spawn.colors[EQEmu::textures::TexturePrimary].Color = GetEquipmentColor(EQEmu::textures::TexturePrimary);
}
}
@@ -2991,9 +2991,9 @@ void Bot::FillSpawnStruct(NewSpawn_Struct* ns, Mob* ForWho) {
item = inst->GetItem();
if(item) {
if(strlen(item->IDFile) > 2)
ns->spawn.equipment[EQEmu::legacy::MaterialSecondary].Material = atoi(&item->IDFile[2]);
ns->spawn.equipment[EQEmu::textures::TextureSecondary].Material = atoi(&item->IDFile[2]);
ns->spawn.colors[EQEmu::legacy::MaterialSecondary].Color = GetEquipmentColor(EQEmu::legacy::MaterialSecondary);
ns->spawn.colors[EQEmu::textures::TextureSecondary].Color = GetEquipmentColor(EQEmu::textures::TextureSecondary);
}
}
}
@@ -3237,7 +3237,7 @@ void Bot::BotAddEquipItem(int slot, uint32 id) {
if(slot > 0 && id > 0) {
uint8 materialFromSlot = Inventory::CalcMaterialFromSlot(slot);
if (materialFromSlot != EQEmu::legacy::MaterialInvalid) {
if (materialFromSlot != EQEmu::textures::TextureInvalid) {
equipment[slot] = id; // npc has more than just material slots. Valid material should mean valid inventory index
SendWearChange(materialFromSlot);
}
@@ -3253,11 +3253,11 @@ void Bot::BotRemoveEquipItem(int slot) {
if(slot > 0) {
uint8 materialFromSlot = Inventory::CalcMaterialFromSlot(slot);
if (materialFromSlot != EQEmu::legacy::MaterialInvalid) {
if (materialFromSlot != EQEmu::textures::TextureInvalid) {
equipment[slot] = 0; // npc has more than just material slots. Valid material should mean valid inventory index
SendWearChange(materialFromSlot);
if (materialFromSlot == EQEmu::legacy::MaterialChest)
SendWearChange(EQEmu::legacy::MaterialArms);
if (materialFromSlot == EQEmu::textures::TextureChest)
SendWearChange(EQEmu::textures::TextureArms);
}
UpdateEquipmentLight();
@@ -4781,7 +4781,7 @@ int Bot::GetHandToHandDamage(void) {
// everyone uses this in the revamp!
int skill = GetSkill(EQEmu::skills::SkillHandtoHand);
int epic = 0;
if (CastToNPC()->GetEquipment(EQEmu::legacy::MaterialHands) == 10652 && GetLevel() > 46)
if (CastToNPC()->GetEquipment(EQEmu::textures::TextureHands) == 10652 && GetLevel() > 46)
epic = 280;
if (epic > skill)
skill = epic;
@@ -4803,7 +4803,7 @@ int Bot::GetHandToHandDamage(void) {
9, 9, 9, 9, 9, 10, 10, 10, 10, 10, // 31-40
10, 11, 11, 11, 11, 11, 11, 12, 12}; // 41-49
if (GetClass() == MONK) {
if (CastToNPC()->GetEquipment(EQEmu::legacy::MaterialHands) == 10652 && GetLevel() > 50)
if (CastToNPC()->GetEquipment(EQEmu::textures::TextureHands) == 10652 && GetLevel() > 50)
return 9;
if (level > 62)
return 15;
@@ -8415,7 +8415,7 @@ bool Bot::DyeArmor(int16 slot_id, uint32 rgb, bool all_flag, bool save_flag)
if (slot_id != INVALID_INDEX)
return false;
for (uint8 i = 0; i < EQEmu::legacy::MaterialPrimary; ++i) {
for (uint8 i = 0; i < EQEmu::textures::TexturePrimary; ++i) {
uint8 inv_slot = Inventory::CalcSlotFromMaterial(i);
ItemInst* inst = m_inv.GetItem(inv_slot);
if (!inst)
@@ -8427,7 +8427,7 @@ bool Bot::DyeArmor(int16 slot_id, uint32 rgb, bool all_flag, bool save_flag)
}
else {
uint8 mat_slot = Inventory::CalcMaterialFromSlot(slot_id);
if (mat_slot == EQEmu::legacy::MaterialInvalid || mat_slot >= EQEmu::legacy::MaterialPrimary)
if (mat_slot == EQEmu::textures::TextureInvalid || mat_slot >= EQEmu::textures::TexturePrimary)
return false;
ItemInst* inst = m_inv.GetItem(slot_id);
+3 -3
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@@ -4358,7 +4358,7 @@ void bot_subcommand_bot_dye_armor(Client *c, const Seperator *sep)
// TODO: Trouble-shoot model update issue
const std::string msg_matslot = StringFormat("mat_slot: %c(All), %i(Head), %i(Chest), %i(Arms), %i(Wrists), %i(Hands), %i(Legs), %i(Feet)",
'*', EQEmu::legacy::MaterialHead, EQEmu::legacy::MaterialChest, EQEmu::legacy::MaterialArms, EQEmu::legacy::MaterialWrist, EQEmu::legacy::MaterialHands, EQEmu::legacy::MaterialLegs, EQEmu::legacy::MaterialFeet);
'*', EQEmu::textures::TextureHead, EQEmu::textures::TextureChest, EQEmu::textures::TextureArms, EQEmu::textures::TextureWrist, EQEmu::textures::TextureHands, EQEmu::textures::TextureLegs, EQEmu::textures::TextureFeet);
if (helper_command_alias_fail(c, "bot_subcommand_bot_dye_armor", sep->arg[0], "botdyearmor"))
return;
@@ -4369,7 +4369,7 @@ void bot_subcommand_bot_dye_armor(Client *c, const Seperator *sep)
}
const int ab_mask = ActionableBots::ABM_NoFilter;
uint8 material_slot = EQEmu::legacy::MaterialInvalid;
uint8 material_slot = EQEmu::textures::TextureInvalid;
int16 slot_id = INVALID_INDEX;
bool dye_all = (sep->arg[1][0] == '*');
@@ -4377,7 +4377,7 @@ void bot_subcommand_bot_dye_armor(Client *c, const Seperator *sep)
material_slot = atoi(sep->arg[1]);
slot_id = Inventory::CalcSlotFromMaterial(material_slot);
if (!sep->IsNumber(1) || slot_id == INVALID_INDEX || material_slot > EQEmu::legacy::MaterialFeet) {
if (!sep->IsNumber(1) || slot_id == INVALID_INDEX || material_slot > EQEmu::textures::TextureFeet) {
c->Message(m_fail, "Valid [mat_slot]s for this command are:");
c->Message(m_fail, msg_matslot.c_str());
return;
+21 -21
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@@ -2730,7 +2730,7 @@ void Client::SetMaterial(int16 in_slot, uint32 item_id) {
if (item && item->IsClassCommon())
{
uint8 matslot = Inventory::CalcMaterialFromSlot(in_slot);
if (matslot != EQEmu::legacy::MaterialInvalid)
if (matslot != EQEmu::textures::TextureInvalid)
{
m_pp.item_material[matslot] = GetEquipmentMaterial(matslot);
}
@@ -3072,7 +3072,7 @@ 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 != EQEmu::legacy::MaterialInvalid)
if (matslot != EQEmu::textures::TextureInvalid)
{
m_pp.item_tint[matslot].Color = color.Color;
database.SaveCharacterMaterialColor(this->CharacterID(), in_slot, color.Color);
@@ -3151,25 +3151,25 @@ uint8 Client::SlotConvert(uint8 slot,bool bracer){
if(bracer)
return EQEmu::legacy::SlotWrist2;
switch(slot) {
case EQEmu::legacy::MaterialHead:
case EQEmu::textures::TextureHead:
slot2 = EQEmu::legacy::SlotHead;
break;
case EQEmu::legacy::MaterialChest:
case EQEmu::textures::TextureChest:
slot2 = EQEmu::legacy::SlotChest;
break;
case EQEmu::legacy::MaterialArms:
case EQEmu::textures::TextureArms:
slot2 = EQEmu::legacy::SlotArms;
break;
case EQEmu::legacy::MaterialWrist:
case EQEmu::textures::TextureWrist:
slot2 = EQEmu::legacy::SlotWrist1;
break;
case EQEmu::legacy::MaterialHands:
case EQEmu::textures::TextureHands:
slot2 = EQEmu::legacy::SlotHands;
break;
case EQEmu::legacy::MaterialLegs:
case EQEmu::textures::TextureLegs:
slot2 = EQEmu::legacy::SlotLegs;
break;
case EQEmu::legacy::MaterialFeet:
case EQEmu::textures::TextureFeet:
slot2 = EQEmu::legacy::SlotFeet;
break;
}
@@ -3180,25 +3180,25 @@ uint8 Client::SlotConvert2(uint8 slot){
uint8 slot2 = 0; // same as above...
switch(slot){
case EQEmu::legacy::SlotHead:
slot2 = EQEmu::legacy::MaterialHead;
slot2 = EQEmu::textures::TextureHead;
break;
case EQEmu::legacy::SlotChest:
slot2 = EQEmu::legacy::MaterialChest;
slot2 = EQEmu::textures::TextureChest;
break;
case EQEmu::legacy::SlotArms:
slot2 = EQEmu::legacy::MaterialArms;
slot2 = EQEmu::textures::TextureArms;
break;
case EQEmu::legacy::SlotWrist1:
slot2 = EQEmu::legacy::MaterialWrist;
slot2 = EQEmu::textures::TextureWrist;
break;
case EQEmu::legacy::SlotHands:
slot2 = EQEmu::legacy::MaterialHands;
slot2 = EQEmu::textures::TextureHands;
break;
case EQEmu::legacy::SlotLegs:
slot2 = EQEmu::legacy::MaterialLegs;
slot2 = EQEmu::textures::TextureLegs;
break;
case EQEmu::legacy::SlotFeet:
slot2 = EQEmu::legacy::MaterialFeet;
slot2 = EQEmu::textures::TextureFeet;
break;
}
return slot2;
@@ -6271,8 +6271,8 @@ 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::legacy::MaterialChest);
made_npc->helmtexture = GetEquipmentMaterial(EQEmu::legacy::MaterialHead);
made_npc->texture = GetEquipmentMaterial(EQEmu::textures::TextureChest);
made_npc->helmtexture = GetEquipmentMaterial(EQEmu::textures::TextureHead);
made_npc->haircolor = GetHairColor();
made_npc->beardcolor = GetBeardColor();
made_npc->eyecolor1 = GetEyeColor1();
@@ -6283,9 +6283,9 @@ 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::legacy::MaterialPrimary);
made_npc->d_melee_texture2 = GetEquipmentMaterial(EQEmu::legacy::MaterialSecondary);
for (int i = EQEmu::legacy::MATERIAL_BEGIN; i <= EQEmu::legacy::MATERIAL_END; i++) {
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->armor_tint[i] = GetEquipmentColor(i);
}
made_npc->loottable_id = 0;
+4 -4
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@@ -1313,7 +1313,7 @@ void Client::Handle_Connect_OP_ZoneEntry(const EQApplicationPacket *app)
}
/* Set item material tint */
for (int i = EQEmu::legacy::MATERIAL_BEGIN; i <= EQEmu::legacy::MATERIAL_END; i++)
for (int i = EQEmu::textures::TextureBegin; i <= EQEmu::textures::LastTexture; i++)
{
if (m_pp.item_tint[i].RGB.UseTint == 1 || m_pp.item_tint[i].RGB.UseTint == 255)
{
@@ -3078,7 +3078,7 @@ void Client::Handle_OP_AugmentItem(const EQApplicationPacket *app)
CalcBonuses();
if (mat != EQEmu::legacy::MaterialInvalid)
if (mat != EQEmu::textures::TextureInvalid)
{
SendWearChange(mat); // Visible item augged while equipped. Send WC in case ornamentation changed.
}
@@ -3143,7 +3143,7 @@ void Client::Handle_OP_AugmentItem(const EQApplicationPacket *app)
CalcBonuses();
if (mat != EQEmu::legacy::MaterialInvalid)
if (mat != EQEmu::textures::TextureInvalid)
{
SendWearChange(mat); // Visible item augged while equipped. Send WC in case ornamentation changed.
}
@@ -3198,7 +3198,7 @@ void Client::Handle_OP_AugmentItem(const EQApplicationPacket *app)
CalcBonuses();
if (mat != EQEmu::legacy::MaterialInvalid)
if (mat != EQEmu::textures::TextureInvalid)
{
SendWearChange(mat);
}
+3 -3
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@@ -2416,14 +2416,14 @@ void command_texture(Client *c, const Seperator *sep)
// Player Races Wear Armor, so Wearchange is sent instead
int i;
if (!c->GetTarget())
for (i = EQEmu::legacy::MATERIAL_BEGIN; i <= EQEmu::legacy::MATERIAL_TINT_END; i++)
for (i = EQEmu::textures::TextureBegin; i <= EQEmu::textures::LastTintableTexture; i++)
{
c->SendTextureWC(i, texture);
}
else if ((c->GetTarget()->GetRace() > 0 && c->GetTarget()->GetRace() <= 12) ||
c->GetTarget()->GetRace() == 128 || c->GetTarget()->GetRace() == 130 ||
c->GetTarget()->GetRace() == 330 || c->GetTarget()->GetRace() == 522) {
for (i = EQEmu::legacy::MATERIAL_BEGIN; i <= EQEmu::legacy::MATERIAL_TINT_END; i++)
for (i = EQEmu::textures::TextureBegin; i <= EQEmu::textures::LastTintableTexture; i++)
{
c->GetTarget()->SendTextureWC(i, texture);
}
@@ -7119,7 +7119,7 @@ void command_path(Client *c, const Seperator *sep)
}
void Client::Undye() {
for (int cur_slot = EQEmu::legacy::MATERIAL_BEGIN; cur_slot <= EQEmu::legacy::MATERIAL_END; cur_slot++) {
for (int cur_slot = EQEmu::textures::TextureBegin; cur_slot <= EQEmu::textures::LastTexture; cur_slot++) {
uint8 slot2=SlotConvert(cur_slot);
ItemInst* inst = m_inv.GetItem(slot2);
+3 -3
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@@ -746,7 +746,7 @@ void Corpse::RemoveItem(ServerLootItem_Struct* item_data)
itemlist.erase(iter);
uint8 material = Inventory::CalcMaterialFromSlot(sitem->equip_slot); // autos to unsigned char
if (material != EQEmu::legacy::MaterialInvalid)
if (material != EQEmu::textures::TextureInvalid)
SendWearChange(material);
UpdateEquipmentLight();
@@ -1400,7 +1400,7 @@ void Corpse::Spawn() {
uint32 Corpse::GetEquipment(uint8 material_slot) const {
int16 invslot;
if (material_slot > EQEmu::legacy::MATERIAL_END) {
if (material_slot > EQEmu::textures::LastTexture) {
return NO_ITEM;
}
@@ -1414,7 +1414,7 @@ uint32 Corpse::GetEquipment(uint8 material_slot) const {
uint32 Corpse::GetEquipmentColor(uint8 material_slot) const {
const EQEmu::ItemBase *item;
if (material_slot > EQEmu::legacy::MATERIAL_END) {
if (material_slot > EQEmu::textures::LastTexture) {
return 0;
}
+5 -5
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@@ -1019,7 +1019,7 @@ bool Client::AutoPutLootInInventory(ItemInst& inst, bool try_worn, bool try_curs
//send worn to everyone...
PutLootInInventory(i, inst);
uint8 worn_slot_material = Inventory::CalcMaterialFromSlot(i);
if (worn_slot_material != EQEmu::legacy::MaterialInvalid) {
if (worn_slot_material != EQEmu::textures::TextureInvalid) {
SendWearChange(worn_slot_material);
}
@@ -1792,7 +1792,7 @@ bool Client::SwapItem(MoveItem_Struct* move_in) {
}
int matslot = SlotConvert2(dst_slot_id);
if (dst_slot_id <= EQEmu::legacy::EQUIPMENT_END && matslot != EQEmu::legacy::MaterialHead) { // think this is to allow the client to update with /showhelm
if (dst_slot_id <= EQEmu::legacy::EQUIPMENT_END && matslot != EQEmu::textures::TextureHead) { // think this is to allow the client to update with /showhelm
SendWearChange(matslot);
}
@@ -2021,7 +2021,7 @@ void Client::QSSwapItemAuditor(MoveItem_Struct* move_in, bool postaction_call) {
void Client::DyeArmor(DyeStruct* dye){
int16 slot=0;
for (int i = EQEmu::legacy::MATERIAL_BEGIN; i <= EQEmu::legacy::MATERIAL_TINT_END; i++) {
for (int i = EQEmu::textures::TextureBegin; i <= EQEmu::textures::LastTintableTexture; i++) {
if ((m_pp.item_tint[i].Color & 0x00FFFFFF) != (dye->dye[i].Color & 0x00FFFFFF)) {
slot = m_inv.HasItem(32557, 1, invWherePersonal);
if (slot != INVALID_INDEX){
@@ -2593,7 +2593,7 @@ uint32 Client::GetEquipment(uint8 material_slot) const
int16 invslot;
const ItemInst *item;
if(material_slot > EQEmu::legacy::MATERIAL_END)
if(material_slot > EQEmu::textures::LastTexture)
{
return 0;
}
@@ -2631,7 +2631,7 @@ int32 Client::GetEquipmentMaterial(uint8 material_slot)
uint32 Client::GetEquipmentColor(uint8 material_slot) const
{
if (material_slot > EQEmu::legacy::MATERIAL_END)
if (material_slot > EQEmu::textures::LastTexture)
return 0;
const EQEmu::ItemBase *item = database.GetItem(GetEquipment(material_slot));
+9 -9
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@@ -331,7 +331,7 @@ void NPC::AddLootDrop(const EQEmu::ItemBase *item2, ItemList* itemlist, int16 ch
if (item2->Proc.Effect != 0)
CastToMob()->AddProcToWeapon(item2->Proc.Effect, true);
eslot = EQEmu::legacy::MaterialPrimary;
eslot = EQEmu::textures::TexturePrimary;
if (item2->Damage > 0)
SendAddPlayerState(PlayerState::PrimaryWeaponEquipped);
if (item2->IsType2HWeapon())
@@ -344,30 +344,30 @@ void NPC::AddLootDrop(const EQEmu::ItemBase *item2, ItemList* itemlist, int16 ch
if (item2->Proc.Effect!=0)
CastToMob()->AddProcToWeapon(item2->Proc.Effect, true);
eslot = EQEmu::legacy::MaterialSecondary;
eslot = EQEmu::textures::TextureSecondary;
if (item2->Damage > 0)
SendAddPlayerState(PlayerState::SecondaryWeaponEquipped);
}
else if (foundslot == EQEmu::legacy::SlotHead) {
eslot = EQEmu::legacy::MaterialHead;
eslot = EQEmu::textures::TextureHead;
}
else if (foundslot == EQEmu::legacy::SlotChest) {
eslot = EQEmu::legacy::MaterialChest;
eslot = EQEmu::textures::TextureChest;
}
else if (foundslot == EQEmu::legacy::SlotArms) {
eslot = EQEmu::legacy::MaterialArms;
eslot = EQEmu::textures::TextureArms;
}
else if (foundslot == EQEmu::legacy::SlotWrist1 || foundslot == EQEmu::legacy::SlotWrist2) {
eslot = EQEmu::legacy::MaterialWrist;
eslot = EQEmu::textures::TextureWrist;
}
else if (foundslot == EQEmu::legacy::SlotHands) {
eslot = EQEmu::legacy::MaterialHands;
eslot = EQEmu::textures::TextureHands;
}
else if (foundslot == EQEmu::legacy::SlotLegs) {
eslot = EQEmu::legacy::MaterialLegs;
eslot = EQEmu::textures::TextureLegs;
}
else if (foundslot == EQEmu::legacy::SlotFeet) {
eslot = EQEmu::legacy::MaterialFeet;
eslot = EQEmu::textures::TextureFeet;
}
/*
+13 -13
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@@ -1809,19 +1809,19 @@ luabind::scope lua_register_material() {
return luabind::class_<Materials>("Material")
.enum_("constants")
[
luabind::value("Head", static_cast<int>(EQEmu::legacy::MaterialHead)),
luabind::value("Chest", static_cast<int>(EQEmu::legacy::MaterialChest)),
luabind::value("Arms", static_cast<int>(EQEmu::legacy::MaterialArms)),
luabind::value("Bracer", static_cast<int>(EQEmu::legacy::MaterialWrist)), // deprecated
luabind::value("Wrist", static_cast<int>(EQEmu::legacy::MaterialWrist)),
luabind::value("Hands", static_cast<int>(EQEmu::legacy::MaterialHands)),
luabind::value("Legs", static_cast<int>(EQEmu::legacy::MaterialLegs)),
luabind::value("Feet", static_cast<int>(EQEmu::legacy::MaterialFeet)),
luabind::value("Primary", static_cast<int>(EQEmu::legacy::MaterialPrimary)),
luabind::value("Secondary", static_cast<int>(EQEmu::legacy::MaterialSecondary)),
luabind::value("Max", static_cast<int>(EQEmu::legacy::MaterialCount)), // deprecated
luabind::value("Count", static_cast<int>(EQEmu::legacy::MaterialCount)),
luabind::value("Invalid", static_cast<int>(EQEmu::legacy::MaterialInvalid))
luabind::value("Head", static_cast<int>(EQEmu::textures::TextureHead)),
luabind::value("Chest", static_cast<int>(EQEmu::textures::TextureChest)),
luabind::value("Arms", static_cast<int>(EQEmu::textures::TextureArms)),
luabind::value("Bracer", static_cast<int>(EQEmu::textures::TextureWrist)), // deprecated
luabind::value("Wrist", static_cast<int>(EQEmu::textures::TextureWrist)),
luabind::value("Hands", static_cast<int>(EQEmu::textures::TextureHands)),
luabind::value("Legs", static_cast<int>(EQEmu::textures::TextureLegs)),
luabind::value("Feet", static_cast<int>(EQEmu::textures::TextureFeet)),
luabind::value("Primary", static_cast<int>(EQEmu::textures::TexturePrimary)),
luabind::value("Secondary", static_cast<int>(EQEmu::textures::TextureSecondary)),
luabind::value("Max", static_cast<int>(EQEmu::textures::TextureCount)), // deprecated
luabind::value("Count", static_cast<int>(EQEmu::textures::TextureCount)),
luabind::value("Invalid", static_cast<int>(EQEmu::textures::TextureInvalid))
];
}
+2 -2
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@@ -5046,12 +5046,12 @@ void Merc::ScaleStats(int scalepercent, bool setmax) {
void Merc::UpdateMercAppearance() {
// Copied from Bot Code:
uint32 itemID = NO_ITEM;
uint8 materialFromSlot = EQEmu::legacy::MaterialInvalid;
uint8 materialFromSlot = EQEmu::textures::TextureInvalid;
for (int i = EQEmu::legacy::EQUIPMENT_BEGIN; i <= EQEmu::legacy::EQUIPMENT_END; ++i) {
itemID = equipment[i];
if(itemID != NO_ITEM) {
materialFromSlot = Inventory::CalcMaterialFromSlot(i);
if (materialFromSlot != EQEmu::legacy::MaterialInvalid)
if (materialFromSlot != EQEmu::textures::TextureInvalid)
this->SendWearChange(materialFromSlot);
}
}
+4 -4
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@@ -73,7 +73,7 @@ Mob::Mob(const char* in_name,
uint32 in_drakkin_heritage,
uint32 in_drakkin_tattoo,
uint32 in_drakkin_details,
uint32 in_armor_tint[EQEmu::legacy::MaterialCount],
uint32 in_armor_tint[EQEmu::textures::TextureCount],
uint8 in_aa_title,
uint8 in_see_invis, // see through invis/ivu
@@ -278,7 +278,7 @@ Mob::Mob(const char* in_name,
RangedProcs[j].level_override = -1;
}
for (i = 0; i < EQEmu::legacy::MaterialCount; i++)
for (i = 0; i < EQEmu::textures::TextureCount; i++)
{
if (in_armor_tint)
{
@@ -2863,7 +2863,7 @@ int32 Mob::GetEquipmentMaterial(uint8 material_slot) const
if (item != 0)
{
// For primary and secondary we need the model, not the material
if (material_slot == EQEmu::legacy::MaterialPrimary || material_slot == EQEmu::legacy::MaterialSecondary)
if (material_slot == EQEmu::textures::TexturePrimary || material_slot == EQEmu::textures::TextureSecondary)
{
if (this->IsClient())
{
@@ -2907,7 +2907,7 @@ int32 Mob::GetEquipmentMaterial(uint8 material_slot) const
int32 Mob::GetHerosForgeModel(uint8 material_slot) const
{
uint32 HeroModel = 0;
if (material_slot >= 0 && material_slot < EQEmu::legacy::MaterialPrimary)
if (material_slot >= 0 && material_slot < EQEmu::textures::TexturePrimary)
{
uint32 ornamentationAugtype = RuleI(Character, OrnamentationAugmentType);
const EQEmu::ItemBase *item;
+3 -3
View File
@@ -113,7 +113,7 @@ public:
uint32 in_drakkin_heritage,
uint32 in_drakkin_tattoo,
uint32 in_drakkin_details,
uint32 in_armor_tint[EQEmu::legacy::MaterialCount],
uint32 in_armor_tint[EQEmu::textures::TextureCount],
uint8 in_aa_title,
uint8 in_see_invis, // see through invis
uint8 in_see_invis_undead, // see through invis vs. undead
@@ -384,7 +384,7 @@ public:
inline uint8 GetDrakkinHeritage() const { return drakkin_heritage; }
inline uint8 GetDrakkinTattoo() const { return drakkin_tattoo; }
inline uint8 GetDrakkinDetails() const { return drakkin_details; }
inline uint32 GetArmorTint(uint8 i) const { return armor_tint[(i < EQEmu::legacy::MaterialCount) ? i : 0]; }
inline uint32 GetArmorTint(uint8 i) const { return armor_tint[(i < EQEmu::textures::TextureCount) ? i : 0]; }
inline uint8 GetClass() const { return class_; }
inline uint8 GetLevel() const { return level; }
inline uint8 GetOrigLevel() const { return orig_level; }
@@ -1248,7 +1248,7 @@ protected:
uint32 drakkin_heritage;
uint32 drakkin_tattoo;
uint32 drakkin_details;
uint32 armor_tint[EQEmu::legacy::MaterialCount];
uint32 armor_tint[EQEmu::textures::TextureCount];
uint8 aa_title;
+11 -11
View File
@@ -489,7 +489,7 @@ void NPC::CheckMinMaxLevel(Mob *them)
if(themlevel < (*cur)->min_level || themlevel > (*cur)->max_level)
{
material = Inventory::CalcMaterialFromSlot((*cur)->equip_slot);
if (material != EQEmu::legacy::MaterialInvalid)
if (material != EQEmu::textures::TextureInvalid)
SendWearChange(material);
cur = itemlist.erase(cur);
@@ -1373,7 +1373,7 @@ uint32 ZoneDatabase::NPCSpawnDB(uint8 command, const char* zone, uint32 zone_ver
int32 NPC::GetEquipmentMaterial(uint8 material_slot) const
{
if (material_slot >= EQEmu::legacy::MaterialCount)
if (material_slot >= EQEmu::textures::TextureCount)
return 0;
int16 invslot = Inventory::CalcSlotFromMaterial(material_slot);
@@ -1384,23 +1384,23 @@ int32 NPC::GetEquipmentMaterial(uint8 material_slot) const
{
switch(material_slot)
{
case EQEmu::legacy::MaterialHead:
case EQEmu::textures::TextureHead:
return helmtexture;
case EQEmu::legacy::MaterialChest:
case EQEmu::textures::TextureChest:
return texture;
case EQEmu::legacy::MaterialArms:
case EQEmu::textures::TextureArms:
return armtexture;
case EQEmu::legacy::MaterialWrist:
case EQEmu::textures::TextureWrist:
return bracertexture;
case EQEmu::legacy::MaterialHands:
case EQEmu::textures::TextureHands:
return handtexture;
case EQEmu::legacy::MaterialLegs:
case EQEmu::textures::TextureLegs:
return legtexture;
case EQEmu::legacy::MaterialFeet:
case EQEmu::textures::TextureFeet:
return feettexture;
case EQEmu::legacy::MaterialPrimary:
case EQEmu::textures::TexturePrimary:
return d_melee_texture1;
case EQEmu::legacy::MaterialSecondary:
case EQEmu::textures::TextureSecondary:
return d_melee_texture2;
default:
//they have nothing in the slot, and its not a special slot... they get nothing.
+3 -3
View File
@@ -1435,7 +1435,7 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial, int level_ove
}
}
for (int x = EQEmu::legacy::MATERIAL_BEGIN; x <= EQEmu::legacy::MATERIAL_TINT_END; x++)
for (int x = EQEmu::textures::TextureBegin; x <= EQEmu::textures::LastTintableTexture; x++)
SendWearChange(x);
if (caster == this &&
@@ -1461,7 +1461,7 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial, int level_ove
);
caster->SendAppearancePacket(AT_Size, static_cast<uint32>(caster->GetTarget()->GetSize()));
for (int x = EQEmu::legacy::MATERIAL_BEGIN; x <= EQEmu::legacy::MATERIAL_TINT_END; x++)
for (int x = EQEmu::textures::TextureBegin; x <= EQEmu::textures::LastTintableTexture; x++)
caster->SendWearChange(x);
}
}
@@ -3813,7 +3813,7 @@ void Mob::BuffFadeBySlot(int slot, bool iRecalcBonuses)
else{
SendAppearancePacket(AT_Size, 6);
}
for (int x = EQEmu::legacy::MATERIAL_BEGIN; x <= EQEmu::legacy::MATERIAL_TINT_END; x++){
for (int x = EQEmu::textures::TextureBegin; x <= EQEmu::textures::LastTintableTexture; x++){
SendWearChange(x);
}
break;
+4 -4
View File
@@ -2092,7 +2092,7 @@ const NPCType* ZoneDatabase::LoadNPCTypesData(uint32 npc_type_id, bool bulk_load
else {
auto armorTint_row = armortint_results.begin();
for (int index = EQEmu::legacy::MATERIAL_BEGIN; index <= EQEmu::legacy::MATERIAL_END; index++) {
for (int index = EQEmu::textures::TextureBegin; index <= EQEmu::textures::LastTexture; index++) {
temp_npctype_data->armor_tint[index] = atoi(armorTint_row[index * 3]) << 16;
temp_npctype_data->armor_tint[index] |= atoi(armorTint_row[index * 3 + 1]) << 8;
temp_npctype_data->armor_tint[index] |= atoi(armorTint_row[index * 3 + 2]);
@@ -2102,7 +2102,7 @@ const NPCType* ZoneDatabase::LoadNPCTypesData(uint32 npc_type_id, bool bulk_load
}
// Try loading npc_types tint fields if armor tint is 0 or query failed to get results
if (armor_tint_id == 0) {
for (int index = EQEmu::legacy::MaterialChest; index < EQEmu::legacy::MaterialCount; index++) {
for (int index = EQEmu::textures::TextureChest; index < EQEmu::textures::TextureCount; index++) {
temp_npctype_data->armor_tint[index] = temp_npctype_data->armor_tint[0];
}
}
@@ -2307,7 +2307,7 @@ const NPCType* ZoneDatabase::GetMercType(uint32 id, uint16 raceid, uint32 client
tmpNPCType->armor_tint[0] |= (tmpNPCType->armor_tint[0]) ? (0xFF << 24) : 0;
if (armor_tint_id == 0)
for (int index = EQEmu::legacy::MaterialChest; index <= EQEmu::legacy::MATERIAL_END; index++)
for (int index = EQEmu::textures::TextureChest; index <= EQEmu::textures::LastTexture; index++)
tmpNPCType->armor_tint[index] = tmpNPCType->armor_tint[0];
else if (tmpNPCType->armor_tint[0] == 0) {
std::string armorTint_query = StringFormat("SELECT red1h, grn1h, blu1h, "
@@ -2327,7 +2327,7 @@ const NPCType* ZoneDatabase::GetMercType(uint32 id, uint16 raceid, uint32 client
else {
auto armorTint_row = results.begin();
for (int index = EQEmu::legacy::MATERIAL_BEGIN; index <= EQEmu::legacy::MATERIAL_END; index++) {
for (int index = EQEmu::textures::TextureBegin; index <= EQEmu::textures::LastTexture; index++) {
tmpNPCType->armor_tint[index] = atoi(armorTint_row[index * 3]) << 16;
tmpNPCType->armor_tint[index] |= atoi(armorTint_row[index * 3 + 1]) << 8;
tmpNPCType->armor_tint[index] |= atoi(armorTint_row[index * 3 + 2]);
+1 -1
View File
@@ -86,7 +86,7 @@ struct NPCType
uint32 drakkin_heritage;
uint32 drakkin_tattoo;
uint32 drakkin_details;
uint32 armor_tint[EQEmu::legacy::MaterialCount];
uint32 armor_tint[EQEmu::textures::TextureCount];
uint32 min_dmg;
uint32 max_dmg;
int16 attack_count;