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- License was intended to be GPLv3 per earlier commit of GPLv3 LICENSE FILE - This is confirmed by the inclusion of libraries that are incompatible with GPLv2 - This is also confirmed by KLS and the agreement of KLS's predecessors - Added GPLv3 license headers to the compilable source files - Removed Folly licensing in strings.h since the string functions do not match the Folly functions and are standard functions - this must have been left over from previous implementations - Removed individual contributor license headers since the project has been under the "developer" mantle for many years - Removed comments on files that were previously automatically generated since they've been manually modified multiple times and there are no automatic scripts referencing them (removed in 2023)
389 lines
10 KiB
C++
389 lines
10 KiB
C++
/* EQEmu: EQEmulator
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Copyright (C) 2001-2026 EQEmu Development Team
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "inventory_slot.h"
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#include "common/textures.h"
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#include "common/strings.h"
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int8 EQ::inventory::ConvertEquipmentIndexToTextureIndex(int16 slot_index)
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{
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switch (slot_index) {
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case invslot::slotHead:
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return textures::armorHead;
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case invslot::slotChest:
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return textures::armorChest;
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case invslot::slotArms:
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return textures::armorArms;
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case invslot::slotWrist1:
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return textures::armorWrist;
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case invslot::slotHands:
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return textures::armorHands;
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case invslot::slotLegs:
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return textures::armorLegs;
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case invslot::slotFeet:
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return textures::armorFeet;
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case invslot::slotPrimary:
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return textures::weaponPrimary;
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case invslot::slotSecondary:
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return textures::weaponSecondary;
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default:
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return textures::textureInvalid;
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}
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}
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int8 EQ::inventory::ConvertEquipmentSlotToTextureIndex(const InventorySlot& inventory_slot)
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{
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if ((!inventory_slot.Typeless() && !inventory_slot.IsTypeIndex(invtype::typePossessions)) || !inventory_slot.IsContainerIndex(invbag::SLOT_INVALID) || !inventory_slot.IsSocketIndex(invaug::SOCKET_INVALID))
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return textures::textureInvalid;
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return ConvertEquipmentIndexToTextureIndex(inventory_slot.SlotIndex());
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}
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int16 EQ::inventory::ConvertTextureIndexToEquipmentIndex(int8 texture_index)
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{
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switch (texture_index) {
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case textures::armorHead:
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return invslot::slotHead;
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case textures::armorChest:
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return invslot::slotChest;
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case textures::armorArms:
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return invslot::slotArms;
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case textures::armorWrist:
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return invslot::slotWrist1;
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case textures::armorHands:
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return invslot::slotHands;
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case textures::armorLegs:
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return invslot::slotLegs;
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case textures::armorFeet:
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return invslot::slotFeet;
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case textures::weaponPrimary:
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return invslot::slotPrimary;
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case textures::weaponSecondary:
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return invslot::slotSecondary;
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default:
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return invslot::SLOT_INVALID;
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}
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}
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bool EQ::InventorySlot::IsValidSlot() const
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{
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if (_typeless)
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return false;
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int16 slot_count = invtype::GetInvTypeSize(_type_index);
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if (!slot_count || _slot_index < invslot::SLOT_BEGIN || _slot_index >= slot_count)
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return false;
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if (_container_index < invbag::SLOT_INVALID || _container_index >= invbag::SLOT_COUNT)
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return false;
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if (_socket_index < invaug::SOCKET_INVALID || _socket_index >= invaug::SOCKET_COUNT)
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return false;
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return true;
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}
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bool EQ::InventorySlot::IsDeleteSlot() const
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{
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if (_typeless)
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return (_slot_index == invslot::SLOT_INVALID && _container_index == invbag::SLOT_INVALID && _socket_index == invaug::SOCKET_INVALID);
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else
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return (_type_index == invtype::TYPE_INVALID && _slot_index == invslot::SLOT_INVALID && _container_index == invbag::SLOT_INVALID && _socket_index == invaug::SOCKET_INVALID);
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}
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bool EQ::InventorySlot::IsEquipmentIndex(int16 slot_index)
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{
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if (slot_index < invslot::EQUIPMENT_BEGIN || slot_index > invslot::EQUIPMENT_END)
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return false;
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return true;
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}
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bool EQ::InventorySlot::IsGeneralIndex(int16 slot_index)
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{
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if (slot_index < invslot::GENERAL_BEGIN || slot_index > invslot::GENERAL_END)
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return false;
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return true;
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}
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bool EQ::InventorySlot::IsCursorIndex(int16 slot_index)
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{
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if (slot_index == invslot::slotCursor)
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return true;
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return false;
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}
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bool EQ::InventorySlot::IsWeaponIndex(int16 slot_index)
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{
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if (slot_index == invslot::slotPrimary || slot_index == invslot::slotSecondary || slot_index == invslot::slotRange)
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return true;
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return false;
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}
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bool EQ::InventorySlot::IsTextureIndex(int16 slot_index)
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{
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switch (slot_index) {
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case invslot::slotHead:
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case invslot::slotChest:
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case invslot::slotArms:
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case invslot::slotWrist1:
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case invslot::slotHands:
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case invslot::slotLegs:
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case invslot::slotFeet:
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case invslot::slotPrimary:
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case invslot::slotSecondary:
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return true;
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default:
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return false;
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}
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}
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bool EQ::InventorySlot::IsTintableIndex(int16 slot_index)
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{
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switch (slot_index) {
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case invslot::slotHead:
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case invslot::slotChest:
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case invslot::slotArms:
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case invslot::slotWrist1:
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case invslot::slotHands:
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case invslot::slotLegs:
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case invslot::slotFeet:
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return true;
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default:
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return false;
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}
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}
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bool EQ::InventorySlot::IsEquipmentSlot() const
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{
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if (!_typeless && (_type_index != invtype::typePossessions))
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return false;
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if ((_container_index != invbag::SLOT_INVALID) || (_socket_index != invaug::SOCKET_INVALID))
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return false;
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return IsEquipmentIndex(_slot_index);
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}
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bool EQ::InventorySlot::IsGeneralSlot() const
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{
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if (!_typeless && (_type_index != invtype::typePossessions))
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return false;
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if ((_container_index != invbag::SLOT_INVALID) || (_socket_index != invaug::SOCKET_INVALID))
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return false;
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return IsGeneralIndex(_socket_index);
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}
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bool EQ::InventorySlot::IsCursorSlot() const
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{
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if (!_typeless && (_type_index != invtype::typePossessions))
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return false;
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if ((_container_index != invbag::SLOT_INVALID) || (_socket_index != invaug::SOCKET_INVALID))
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return false;
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return IsCursorIndex(_slot_index);
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}
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bool EQ::InventorySlot::IsWeaponSlot() const
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{
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if (!_typeless && (_type_index != invtype::typePossessions))
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return false;
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if ((_container_index != invbag::SLOT_INVALID) || (_socket_index != invaug::SOCKET_INVALID))
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return false;
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return IsWeaponIndex(_slot_index);
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}
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bool EQ::InventorySlot::IsTextureSlot() const
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{
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if (!_typeless && (_type_index != invtype::typePossessions))
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return false;
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if ((_container_index != invbag::SLOT_INVALID) || (_socket_index != invaug::SOCKET_INVALID))
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return false;
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return IsTextureIndex(_slot_index);
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}
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bool EQ::InventorySlot::IsTintableSlot() const
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{
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if (!_typeless && (_type_index != invtype::typePossessions))
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return false;
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if ((_container_index != invbag::SLOT_INVALID) || (_socket_index != invaug::SOCKET_INVALID))
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return false;
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return IsTintableIndex(_slot_index);
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}
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bool EQ::InventorySlot::IsSlot() const
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{
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if (!_typeless && (_type_index == invtype::TYPE_INVALID))
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return false;
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if (_slot_index == invslot::SLOT_INVALID)
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return false;
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if (_container_index != invbag::SLOT_INVALID)
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return false;
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if (_socket_index != invaug::SOCKET_INVALID)
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return false;
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return true;
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}
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bool EQ::InventorySlot::IsSlotSocket() const
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{
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if (!_typeless && (_type_index == invtype::TYPE_INVALID))
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return false;
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if (_slot_index == invslot::SLOT_INVALID)
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return false;
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if (_container_index != invbag::SLOT_INVALID)
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return false;
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if (_socket_index == invaug::SOCKET_INVALID)
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return false;
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return true;
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}
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bool EQ::InventorySlot::IsContainer() const
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{
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if (!_typeless && (_type_index == invtype::TYPE_INVALID))
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return false;
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if (_slot_index == invslot::SLOT_INVALID)
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return false;
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if (_container_index == invbag::SLOT_INVALID)
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return false;
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if (_socket_index != invaug::SOCKET_INVALID)
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return false;
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return true;
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}
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bool EQ::InventorySlot::IsContainerSocket() const
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{
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if (!_typeless && (_type_index == invtype::TYPE_INVALID))
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return false;
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if (_slot_index == invslot::SLOT_INVALID)
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return false;
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if (_container_index == invbag::SLOT_INVALID)
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return false;
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if (_socket_index == invaug::SOCKET_INVALID)
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return false;
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return true;
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}
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EQ::InventorySlot EQ::InventorySlot::ToTopOwner() const
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{
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return InventorySlot(_type_index, _slot_index);
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}
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EQ::InventorySlot EQ::InventorySlot::ToOwner() const
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{
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if (IsSlot() || IsSlotSocket() || IsContainer())
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return InventorySlot(_type_index, _slot_index);
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if (IsContainerSocket())
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return InventorySlot(_type_index, _slot_index, _container_index);
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return InventorySlot();
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}
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const std::string EQ::InventorySlot::ToString() const
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{
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return StringFormat("(%i%s, %i, %i, %i)", _type_index, (_typeless ? " [typeless]" : ""), _slot_index, _container_index, _socket_index);
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}
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const std::string EQ::InventorySlot::ToName() const
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{
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return StringFormat("InventorySlot - _type_index: %i%s, _slot_index: %i, _container_index: %i, _socket_index: %i", _type_index, (_typeless ? " [typeless]" : ""), _slot_index, _container_index, _socket_index);
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}
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void EQ::InventorySlot::SetInvalidSlot()
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{
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_type_index = invtype::TYPE_INVALID;
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_slot_index = invslot::SLOT_INVALID;
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_container_index = invbag::SLOT_INVALID;
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_socket_index = invaug::SOCKET_INVALID;
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}
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//bool EQ::InventorySlot::IsBonusIndex(int16 slot_index)
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//{
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// if ((slot_index >= inventory::EquipmentBegin) && (slot_index <= inventory::EquipmentEnd) && (slot_index != inventory::slotAmmo))
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// return true;
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//
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// return false;
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//}
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//bool EQ::InventorySlot::IsBonusSlot() const
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//{
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// if ((_type_index != inventory::typePossessions) || (_container_index != inventory::containerInvalid) || (_socket_index != inventory::socketInvalid))
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// return false;
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//
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// return IsBonusIndex(_slot_index);
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//}
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bool inventory_slot_typeless_lessthan(const EQ::InventorySlot& lhs, const EQ::InventorySlot& rhs)
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{
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if (lhs.SlotIndex() < rhs.SlotIndex())
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return true;
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if ((lhs.SlotIndex() == rhs.SlotIndex()) && (lhs.ContainerIndex() < rhs.ContainerIndex()))
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return true;
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if ((lhs.SlotIndex() == rhs.SlotIndex()) && (lhs.ContainerIndex() == rhs.ContainerIndex()) && (lhs.SocketIndex() < rhs.SocketIndex()))
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return true;
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return false;
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}
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bool EQ::InventorySlot::operator<(const InventorySlot& rhs) const
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{
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if (Typeless() || rhs.Typeless())
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return inventory_slot_typeless_lessthan(*this, rhs);
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if (TypeIndex() < rhs.TypeIndex())
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return true;
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if ((TypeIndex() == rhs.TypeIndex()) && (SlotIndex() < rhs.SlotIndex()))
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return true;
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if ((TypeIndex() == rhs.TypeIndex()) && (SlotIndex() == rhs.SlotIndex()) && (ContainerIndex() < rhs.ContainerIndex()))
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return true;
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if ((TypeIndex() == rhs.TypeIndex()) && (SlotIndex() == rhs.SlotIndex()) && (ContainerIndex() == rhs.ContainerIndex()) && (SocketIndex() < rhs.SocketIndex()))
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return true;
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return false;
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}
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bool EQ::operator==(const InventorySlot& lhs, const InventorySlot& rhs)
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{
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if (lhs.Typeless() || rhs.Typeless())
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return ((lhs.SlotIndex() == rhs.SlotIndex()) && (lhs.ContainerIndex() == rhs.ContainerIndex()) && (lhs.SocketIndex() == rhs.SocketIndex()));
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return ((lhs.TypeIndex() == rhs.TypeIndex()) && (lhs.SlotIndex() == rhs.SlotIndex()) && (lhs.ContainerIndex() == rhs.ContainerIndex()) && (lhs.SocketIndex() == rhs.SocketIndex()));
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}
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