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merge upstream
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+54
-158
@@ -1809,96 +1809,43 @@ void Client::FillSpawnStruct(NewSpawn_Struct* ns, Mob* ForWho)
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ns->spawn.runspeed = (gmspeed == 0) ? runspeed : 3.125f;
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if (!m_pp.showhelm) ns->spawn.showhelm = 0;
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// pp also hold this info; should we pull from there or inventory?
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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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/*
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// Equipment/Weapons already set from Mob::FillSpawnStruct
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// Commenting this out for now
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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[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[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[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[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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int16 invslot;
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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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for (uint32 matslot = 0; matslot < _MaterialCount; matslot++)
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{
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// Only Player Races Wear Armor
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if (IsPlayerRace(race) || matslot > 6)
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{
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invslot = Inventory::CalcSlotFromMaterial(matslot);
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if (invslot == INVALID_INDEX)
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continue;
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if ((inst = m_inv[invslot]) && inst->IsType(ItemClassCommon))
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{
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item = inst->GetItem();
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if (matslot > 6)
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{
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// Weapon Models
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ns->spawn.equipment[matslot].material = GetEquipmentMaterial(matslot);
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}
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else
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{
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// Armor Materials/Models
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ns->spawn.equipment[matslot].material = item->Material;
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ns->spawn.equipment[matslot].elitematerial = item->EliteMaterial;
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ns->spawn.equipment[matslot].heroforgemodel = GetHerosForgeModel(matslot);
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ns->spawn.colors[matslot].color = m_pp.item_tint[matslot].rgb.use_tint ? m_pp.item_tint[matslot].color : item->Color;
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}
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}
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}
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}
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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[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[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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int ornamentationAugtype = RuleI(Character, OrnamentationAugmentType);
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if ((inst = m_inv[MainPrimary]) && inst->IsType(ItemClassCommon)) {
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if (inst->GetOrnamentationAug(ornamentationAugtype)) {
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item = inst->GetOrnamentationAug(ornamentationAugtype)->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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else if (inst->GetOrnamentationIcon() && inst->GetOrnamentationIDFile()) {
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ns->spawn.equipment[MaterialPrimary] = inst->GetOrnamentationIDFile();
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}
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else {
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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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}
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if ((inst = m_inv[MainSecondary]) && inst->IsType(ItemClassCommon)) {
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if (inst->GetOrnamentationAug(ornamentationAugtype)) {
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item = inst->GetOrnamentationAug(ornamentationAugtype)->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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}
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else if (inst->GetOrnamentationIcon() && inst->GetOrnamentationIDFile()) {
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ns->spawn.equipment[MaterialSecondary] = inst->GetOrnamentationIDFile();
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}
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else {
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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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}
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}
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//these two may be related to ns->spawn.texture
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/*
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ns->spawn.npc_armor_graphic = texture;
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ns->spawn.npc_helm_graphic = helmtexture;
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*/
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//filling in some unknowns to make the client happy
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// ns->spawn.unknown0002[2] = 3;
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}
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bool Client::GMHideMe(Client* client) {
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@@ -2726,47 +2673,12 @@ bool Client::BindWound(Mob* bindmob, bool start, bool fail){
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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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int ornamentationAugtype = RuleI(Character, OrnamentationAugmentType);
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if (item && (item->ItemClass==ItemClassCommon)) {
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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==MainChest)
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m_pp.item_material[MaterialChest] = item->Material;
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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==MainWrist1)
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m_pp.item_material[MaterialWrist] = item->Material;
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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==MainLegs)
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m_pp.item_material[MaterialLegs] = item->Material;
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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 == MainPrimary) {
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const ItemInst* inst = m_inv[MainPrimary];
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if (inst && inst->GetOrnamentationAug(ornamentationAugtype)) {
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item = inst->GetOrnamentationAug(ornamentationAugtype)->GetItem();
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m_pp.item_material[MaterialPrimary] = atoi(item->IDFile + 2);
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}
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else if (inst && inst->GetOrnamentationIcon() && inst->GetOrnamentationIDFile()) {
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m_pp.item_material[MaterialPrimary] = inst->GetOrnamentationIDFile();
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}
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else {
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m_pp.item_material[MaterialPrimary] = atoi(item->IDFile + 2);
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}
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}
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else if (in_slot == MainSecondary) {
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const ItemInst* inst = m_inv[MainSecondary];
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if (inst && inst->GetOrnamentationAug(ornamentationAugtype)) {
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item = inst->GetOrnamentationAug(ornamentationAugtype)->GetItem();
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m_pp.item_material[MaterialSecondary] = atoi(item->IDFile + 2);
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}
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else if (inst && inst->GetOrnamentationIcon() && inst->GetOrnamentationIDFile()) {
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m_pp.item_material[MaterialSecondary] = inst->GetOrnamentationIDFile();
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}
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else {
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m_pp.item_material[MaterialSecondary] = atoi(item->IDFile + 2);
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}
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if (item && (item->ItemClass==ItemClassCommon))
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{
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uint8 matslot = Inventory::CalcMaterialFromSlot(in_slot);
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if (matslot != _MaterialInvalid)
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{
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m_pp.item_material[matslot] = GetEquipmentMaterial(matslot);
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}
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}
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}
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@@ -3097,31 +3009,14 @@ 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==MainHead)
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m_pp.item_tint[MaterialHead].color=color.color;
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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==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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*/
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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==MainPrimary)
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m_pp.item_tint[MaterialPrimary].color=color.color;
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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==MainChest)
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m_pp.item_tint[MaterialChest].color=color.color;
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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==MainFeet)
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m_pp.item_tint[MaterialFeet].color=color.color;
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database.SaveCharacterMaterialColor(this->CharacterID(), in_slot, color.color);
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uint8 matslot = Inventory::CalcMaterialFromSlot(in_slot);
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if (matslot != _MaterialInvalid)
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{
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m_pp.item_tint[matslot].color = color.color;
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database.SaveCharacterMaterialColor(this->CharacterID(), in_slot, color.color);
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}
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}
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void Client::SetHideMe(bool flag)
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@@ -5808,17 +5703,18 @@ void Client::ProcessInspectRequest(Client* requestee, Client* requester) {
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if(inst) {
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item = inst->GetItem();
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if(item) {
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if (inst && inst->GetOrnamentationAug(ornamentationAugtype)) {
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const Item_Struct *aug_weap = inst->GetOrnamentationAug(ornamentationAugtype)->GetItem();
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strcpy(insr->itemnames[L], item->Name);
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insr->itemicons[L] = aug_weap->Icon;
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strcpy(insr->itemnames[L], item->Name);
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if (inst && inst->GetOrnamentationAug(ornamentationAugtype))
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{
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const Item_Struct *aug_item = inst->GetOrnamentationAug(ornamentationAugtype)->GetItem();
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insr->itemicons[L] = aug_item->Icon;
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}
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else if (inst->GetOrnamentationIcon() && inst->GetOrnamentationIDFile()) {
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strcpy(insr->itemnames[L], item->Name);
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else if (inst && inst->GetOrnamentationIcon())
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{
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insr->itemicons[L] = inst->GetOrnamentationIcon();
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}
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else {
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strcpy(insr->itemnames[L], item->Name);
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else
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{
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insr->itemicons[L] = item->Icon;
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}
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}
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