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https://github.com/EQEmu/Server.git
synced 2026-05-16 18:52:22 +00:00
Pre-purposed clean-up
This commit is contained in:
+14
-13
@@ -3183,19 +3183,20 @@ void Client::Handle_OP_Bandolier(const EQApplicationPacket *app)
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BandolierCreate_Struct *bs = (BandolierCreate_Struct*)app->pBuffer;
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switch (bs->action) {
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case BandolierCreate:
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switch (bs->Action)
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{
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case bandolierCreate:
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CreateBandolier(app);
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break;
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case BandolierRemove:
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case bandolierRemove:
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RemoveBandolier(app);
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break;
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case BandolierSet:
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case bandolierSet:
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SetBandolier(app);
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break;
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default:
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Log.Out(Logs::General, Logs::None, "Uknown Bandolier action %i", bs->action);
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Log.Out(Logs::General, Logs::None, "Uknown Bandolier action %i", bs->Action);
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break;
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}
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}
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@@ -10442,16 +10443,16 @@ void Client::Handle_OP_PotionBelt(const EQApplicationPacket *app)
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if (mptbs->Action == 0) {
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const Item_Struct *BaseItem = database.GetItem(mptbs->ItemID);
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if (BaseItem) {
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m_pp.potionbelt.items[mptbs->SlotNumber].item_id = BaseItem->ID;
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m_pp.potionbelt.items[mptbs->SlotNumber].icon = BaseItem->Icon;
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strn0cpy(m_pp.potionbelt.items[mptbs->SlotNumber].item_name, BaseItem->Name, sizeof(BaseItem->Name));
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database.SaveCharacterPotionBelt(this->CharacterID(), mptbs->SlotNumber, m_pp.potionbelt.items[mptbs->SlotNumber].item_id, m_pp.potionbelt.items[mptbs->SlotNumber].icon);
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m_pp.potionbelt.Items[mptbs->SlotNumber].ID = BaseItem->ID;
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m_pp.potionbelt.Items[mptbs->SlotNumber].Icon = BaseItem->Icon;
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strn0cpy(m_pp.potionbelt.Items[mptbs->SlotNumber].Name, BaseItem->Name, sizeof(BaseItem->Name));
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database.SaveCharacterPotionBelt(this->CharacterID(), mptbs->SlotNumber, m_pp.potionbelt.Items[mptbs->SlotNumber].ID, m_pp.potionbelt.Items[mptbs->SlotNumber].Icon);
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}
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}
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else {
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m_pp.potionbelt.items[mptbs->SlotNumber].item_id = 0;
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m_pp.potionbelt.items[mptbs->SlotNumber].icon = 0;
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strncpy(m_pp.potionbelt.items[mptbs->SlotNumber].item_name, "\0", 1);
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m_pp.potionbelt.Items[mptbs->SlotNumber].ID = 0;
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m_pp.potionbelt.Items[mptbs->SlotNumber].Icon = 0;
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strncpy(m_pp.potionbelt.Items[mptbs->SlotNumber].Name, "\0", 1);
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}
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}
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+43
-41
@@ -2476,97 +2476,99 @@ EQApplicationPacket* Client::ReturnItemPacket(int16 slot_id, const ItemInst* ins
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return outapp;
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}
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static int16 BandolierSlotToWeaponSlot(int BandolierSlot) {
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switch(BandolierSlot) {
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case bandolierMainHand:
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return MainPrimary;
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case bandolierOffHand:
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return MainSecondary;
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case bandolierRange:
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return MainRange;
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default:
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return MainAmmo;
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static int16 BandolierSlotToWeaponSlot(int BandolierSlot)
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{
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switch (BandolierSlot)
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{
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case bandolierPrimary:
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return MainPrimary;
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case bandolierSecondary:
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return MainSecondary;
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case bandolierRange:
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return MainRange;
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default:
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return MainAmmo;
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}
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}
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void Client::CreateBandolier(const EQApplicationPacket *app) {
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void Client::CreateBandolier(const EQApplicationPacket *app)
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{
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// Store bandolier set with the number and name passed by the client, along with the items that are currently
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// in the players weapon slots.
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BandolierCreate_Struct *bs = (BandolierCreate_Struct*)app->pBuffer;
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Log.Out(Logs::Detail, Logs::Inventory, "Char: %s Creating Bandolier Set %i, Set Name: %s", GetName(), bs->number, bs->name);
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strcpy(m_pp.bandoliers[bs->number].name, bs->name);
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Log.Out(Logs::Detail, Logs::Inventory, "Char: %s Creating Bandolier Set %i, Set Name: %s", GetName(), bs->Number, bs->Name);
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strcpy(m_pp.bandoliers[bs->Number].Name, bs->Name);
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const ItemInst* InvItem = nullptr;
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const Item_Struct *BaseItem = nullptr;
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int16 WeaponSlot;
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int16 WeaponSlot = 0;
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for(int BandolierSlot = bandolierMainHand; BandolierSlot <= bandolierAmmo; BandolierSlot++) {
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for(int BandolierSlot = bandolierPrimary; BandolierSlot <= bandolierAmmo; BandolierSlot++) {
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WeaponSlot = BandolierSlotToWeaponSlot(BandolierSlot);
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InvItem = GetInv()[WeaponSlot];
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if(InvItem) {
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BaseItem = InvItem->GetItem();
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Log.Out(Logs::Detail, Logs::Inventory, "Char: %s adding item %s to slot %i", GetName(),BaseItem->Name, WeaponSlot);
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m_pp.bandoliers[bs->number].items[BandolierSlot].item_id = BaseItem->ID;
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m_pp.bandoliers[bs->number].items[BandolierSlot].icon = BaseItem->Icon;
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database.SaveCharacterBandolier(this->CharacterID(), bs->number, BandolierSlot, m_pp.bandoliers[bs->number].items[BandolierSlot].item_id, m_pp.bandoliers[bs->number].items[BandolierSlot].icon, bs->name);
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m_pp.bandoliers[bs->Number].Items[BandolierSlot].ID = BaseItem->ID;
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m_pp.bandoliers[bs->Number].Items[BandolierSlot].Icon = BaseItem->Icon;
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database.SaveCharacterBandolier(this->CharacterID(), bs->Number, BandolierSlot, m_pp.bandoliers[bs->Number].Items[BandolierSlot].ID, m_pp.bandoliers[bs->Number].Items[BandolierSlot].Icon, bs->Name);
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}
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else {
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Log.Out(Logs::Detail, Logs::Inventory, "Char: %s no item in slot %i", GetName(), WeaponSlot);
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m_pp.bandoliers[bs->number].items[BandolierSlot].item_id = 0;
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m_pp.bandoliers[bs->number].items[BandolierSlot].icon = 0;
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m_pp.bandoliers[bs->Number].Items[BandolierSlot].ID = 0;
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m_pp.bandoliers[bs->Number].Items[BandolierSlot].Icon = 0;
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}
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}
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}
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void Client::RemoveBandolier(const EQApplicationPacket *app) {
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void Client::RemoveBandolier(const EQApplicationPacket *app)
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{
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BandolierDelete_Struct *bds = (BandolierDelete_Struct*)app->pBuffer;
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Log.Out(Logs::Detail, Logs::Inventory, "Char: %s removing set", GetName(), bds->number);
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memset(m_pp.bandoliers[bds->number].name, 0, 32);
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for(int i = bandolierMainHand; i <= bandolierAmmo; i++) {
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m_pp.bandoliers[bds->number].items[i].item_id = 0;
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m_pp.bandoliers[bds->number].items[i].icon = 0;
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Log.Out(Logs::Detail, Logs::Inventory, "Char: %s removing set", GetName(), bds->Number);
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memset(m_pp.bandoliers[bds->Number].Name, 0, 32);
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for(int i = bandolierPrimary; i <= bandolierAmmo; i++) {
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m_pp.bandoliers[bds->Number].Items[i].ID = 0;
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m_pp.bandoliers[bds->Number].Items[i].Icon = 0;
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}
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database.DeleteCharacterBandolier(this->CharacterID(), bds->number);
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database.DeleteCharacterBandolier(this->CharacterID(), bds->Number);
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}
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void Client::SetBandolier(const EQApplicationPacket *app) {
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void Client::SetBandolier(const EQApplicationPacket *app)
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{
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// Swap the weapons in the given bandolier set into the character's weapon slots and return
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// any items currently in the weapon slots to inventory.
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BandolierSet_Struct *bss = (BandolierSet_Struct*)app->pBuffer;
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Log.Out(Logs::Detail, Logs::Inventory, "Char: %s activating set %i", GetName(), bss->number);
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int16 slot;
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int16 WeaponSlot;
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Log.Out(Logs::Detail, Logs::Inventory, "Char: %s activating set %i", GetName(), bss->Number);
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int16 slot = 0;
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int16 WeaponSlot = 0;
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ItemInst *BandolierItems[4]; // Temporary holding area for the weapons we pull out of their inventory
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// First we pull the items for this bandolier set out of their inventory, this makes space to put the
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// currently equipped items back.
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for(int BandolierSlot = bandolierMainHand; BandolierSlot <= bandolierAmmo; BandolierSlot++) {
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for(int BandolierSlot = bandolierPrimary; BandolierSlot <= bandolierAmmo; BandolierSlot++) {
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// If this bandolier set has an item in this position
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if(m_pp.bandoliers[bss->number].items[BandolierSlot].item_id) {
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if(m_pp.bandoliers[bss->Number].Items[BandolierSlot].ID) {
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WeaponSlot = BandolierSlotToWeaponSlot(BandolierSlot);
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// Check if the player has the item specified in the bandolier set on them.
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//
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slot = m_inv.HasItem(m_pp.bandoliers[bss->number].items[BandolierSlot].item_id, 1,
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slot = m_inv.HasItem(m_pp.bandoliers[bss->Number].Items[BandolierSlot].ID, 1,
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invWhereWorn|invWherePersonal);
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// removed 'invWhereCursor' argument from above and implemented slots 30, 331-340 checks here
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if (slot == INVALID_INDEX) {
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if (m_inv.GetItem(MainCursor)) {
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if (m_inv.GetItem(MainCursor)->GetItem()->ID == m_pp.bandoliers[bss->number].items[BandolierSlot].item_id &&
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if (m_inv.GetItem(MainCursor)->GetItem()->ID == m_pp.bandoliers[bss->Number].Items[BandolierSlot].ID &&
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m_inv.GetItem(MainCursor)->GetCharges() >= 1) { // '> 0' the same, but this matches Inventory::_HasItem conditional check
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slot = MainCursor;
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}
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else if (m_inv.GetItem(MainCursor)->GetItem()->ItemClass == 1) {
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for(int16 CursorBagSlot = EmuConstants::CURSOR_BAG_BEGIN; CursorBagSlot <= EmuConstants::CURSOR_BAG_END; CursorBagSlot++) {
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if (m_inv.GetItem(CursorBagSlot)) {
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if (m_inv.GetItem(CursorBagSlot)->GetItem()->ID == m_pp.bandoliers[bss->number].items[BandolierSlot].item_id &&
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if (m_inv.GetItem(CursorBagSlot)->GetItem()->ID == m_pp.bandoliers[bss->Number].Items[BandolierSlot].ID &&
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m_inv.GetItem(CursorBagSlot)->GetCharges() >= 1) { // ditto
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slot = CursorBagSlot;
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break;
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@@ -2630,14 +2632,14 @@ void Client::SetBandolier(const EQApplicationPacket *app) {
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// Now we move the required weapons into the character weapon slots, and return any items we are replacing
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// back to inventory.
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//
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for(int BandolierSlot = bandolierMainHand; BandolierSlot <= bandolierAmmo; BandolierSlot++) {
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for(int BandolierSlot = bandolierPrimary; BandolierSlot <= bandolierAmmo; BandolierSlot++) {
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// Find the inventory slot corresponding to this bandolier slot
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WeaponSlot = BandolierSlotToWeaponSlot(BandolierSlot);
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// if there is an item in this Bandolier slot ?
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if(m_pp.bandoliers[bss->number].items[BandolierSlot].item_id) {
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if(m_pp.bandoliers[bss->Number].Items[BandolierSlot].ID) {
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// if the player has this item in their inventory, and it is not already where it needs to be
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if(BandolierItems[BandolierSlot]) {
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// Pull the item that we are going to replace
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+18
-14
@@ -1175,20 +1175,21 @@ bool ZoneDatabase::LoadCharacterMaterialColor(uint32 character_id, PlayerProfile
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return true;
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}
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bool ZoneDatabase::LoadCharacterBandolier(uint32 character_id, PlayerProfile_Struct* pp){
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bool ZoneDatabase::LoadCharacterBandolier(uint32 character_id, PlayerProfile_Struct* pp)
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{
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std::string query = StringFormat("SELECT `bandolier_id`, `bandolier_slot`, `item_id`, `icon`, `bandolier_name` FROM `character_bandolier` WHERE `id` = %u LIMIT 16", character_id);
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auto results = database.QueryDatabase(query); int i = 0; int r = 0; int si = 0;
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for (i = 0; i < EmuConstants::BANDOLIERS_COUNT; i++)
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for (int si = 0; si < EmuConstants::BANDOLIER_SIZE; si++)
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pp->bandoliers[i].items[si].icon = 0;
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pp->bandoliers[i].Items[si].Icon = 0;
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for (auto row = results.begin(); row != results.end(); ++row) {
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r = 0;
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i = atoi(row[r]); /* Bandolier ID */ r++;
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si = atoi(row[r]); /* Bandolier Slot */ r++;
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pp->bandoliers[i].items[si].item_id = atoi(row[r]); r++;
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pp->bandoliers[i].items[si].icon = atoi(row[r]); r++;
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strcpy(pp->bandoliers[i].name, row[r]); r++;
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pp->bandoliers[i].Items[si].ID = atoi(row[r]); r++;
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pp->bandoliers[i].Items[si].Icon = atoi(row[r]); r++;
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strcpy(pp->bandoliers[i].Name, row[r]); r++;
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si++;
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}
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return true;
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@@ -1213,13 +1214,14 @@ bool ZoneDatabase::LoadCharacterTribute(uint32 character_id, PlayerProfile_Struc
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return true;
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}
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bool ZoneDatabase::LoadCharacterPotions(uint32 character_id, PlayerProfile_Struct* pp){
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bool ZoneDatabase::LoadCharacterPotions(uint32 character_id, PlayerProfile_Struct* pp)
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{
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std::string query = StringFormat("SELECT `potion_id`, `item_id`, `icon` FROM `character_potionbelt` WHERE `id` = %u LIMIT 4", character_id);
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auto results = database.QueryDatabase(query); int i = 0;
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for (i = 0; i < EmuConstants::POTION_BELT_SIZE; i++){
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pp->potionbelt.items[i].icon = 0;
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pp->potionbelt.items[i].item_id = 0;
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strncpy(pp->potionbelt.items[i].item_name, "\0", 1);
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pp->potionbelt.Items[i].Icon = 0;
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pp->potionbelt.Items[i].ID = 0;
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strncpy(pp->potionbelt.Items[i].Name, "\0", 1);
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}
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for (auto row = results.begin(); row != results.end(); ++row) {
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@@ -1230,9 +1232,9 @@ bool ZoneDatabase::LoadCharacterPotions(uint32 character_id, PlayerProfile_Struc
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if(!item)
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continue;
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pp->potionbelt.items[i].item_id = item_id;
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pp->potionbelt.items[i].icon = atoi(row[2]);
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strncpy(pp->potionbelt.items[i].item_name, item->Name, 64);
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pp->potionbelt.Items[i].ID = item_id;
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pp->potionbelt.Items[i].Icon = atoi(row[2]);
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strncpy(pp->potionbelt.Items[i].Name, item->Name, 64);
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}
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return true;
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@@ -1326,7 +1328,8 @@ bool ZoneDatabase::SaveCharacterTribute(uint32 character_id, PlayerProfile_Struc
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return true;
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}
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bool ZoneDatabase::SaveCharacterBandolier(uint32 character_id, uint8 bandolier_id, uint8 bandolier_slot, uint32 item_id, uint32 icon, const char* bandolier_name){
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bool ZoneDatabase::SaveCharacterBandolier(uint32 character_id, uint8 bandolier_id, uint8 bandolier_slot, uint32 item_id, uint32 icon, const char* bandolier_name)
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{
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char bandolier_name_esc[64];
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DoEscapeString(bandolier_name_esc, bandolier_name, strlen(bandolier_name));
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std::string query = StringFormat("REPLACE INTO `character_bandolier` (id, bandolier_id, bandolier_slot, item_id, icon, bandolier_name) VALUES (%u, %u, %u, %u, %u,'%s')", character_id, bandolier_id, bandolier_slot, item_id, icon, bandolier_name_esc);
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@@ -1335,7 +1338,8 @@ bool ZoneDatabase::SaveCharacterBandolier(uint32 character_id, uint8 bandolier_i
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return true;
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}
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bool ZoneDatabase::SaveCharacterPotionBelt(uint32 character_id, uint8 potion_id, uint32 item_id, uint32 icon) {
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bool ZoneDatabase::SaveCharacterPotionBelt(uint32 character_id, uint8 potion_id, uint32 item_id, uint32 icon)
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{
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std::string query = StringFormat("REPLACE INTO `character_potionbelt` (id, potion_id, item_id, icon) VALUES (%u, %u, %u, %u)", character_id, potion_id, item_id, icon);
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auto results = QueryDatabase(query);
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return true;
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