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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)
129 lines
5.5 KiB
C++
129 lines
5.5 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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#pragma once
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#include "common/emu_constants.h"
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namespace EQ
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{
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class InventorySlot;
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namespace inventory {
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int8 ConvertEquipmentIndexToTextureIndex(int16 slot_index);
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int8 ConvertEquipmentSlotToTextureIndex(const InventorySlot& inventory_slot);
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int16 ConvertTextureIndexToEquipmentIndex(int8 texture_index);
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}
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class InventorySlot {
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public:
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InventorySlot() : _type_index(invtype::TYPE_INVALID), _slot_index(invslot::SLOT_INVALID), _container_index(invbag::SLOT_INVALID), _socket_index(invaug::SOCKET_INVALID), _typeless(false) { }
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InventorySlot(int16 type_index) : _type_index(type_index), _slot_index(invslot::SLOT_INVALID), _container_index(invbag::SLOT_INVALID), _socket_index(invaug::SOCKET_INVALID), _typeless(false) { }
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InventorySlot(int16 type_index, int16 parent_index) : _type_index(type_index), _slot_index(parent_index), _container_index(invbag::SLOT_INVALID), _socket_index(invaug::SOCKET_INVALID), _typeless(false) { }
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InventorySlot(int16 type_index, int16 parent_index, int16 bag_index) : _type_index(type_index), _slot_index(parent_index), _container_index(bag_index), _socket_index(invaug::SOCKET_INVALID), _typeless(false) { }
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InventorySlot(int16 type_index, int16 parent_index, int16 bag_index, int16 aug_index) : _type_index(type_index), _slot_index(parent_index), _container_index(bag_index), _socket_index(aug_index), _typeless(false) { }
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InventorySlot(const InventorySlot& r) : _type_index(r._type_index), _slot_index(r._slot_index), _container_index(r._container_index), _socket_index(r._socket_index), _typeless(r._typeless) { }
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InventorySlot(int16 type_index, const InventorySlot& r) : _type_index(type_index), _slot_index(r._slot_index), _container_index(r._container_index), _socket_index(r._socket_index), _typeless(false) { }
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inline int16 TypeIndex() const { return _type_index; }
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inline int16 SlotIndex() const { return _slot_index; }
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inline int16 ContainerIndex() const { return _container_index; }
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inline int16 SocketIndex() const { return _socket_index; }
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bool Typeless() const { return _typeless; }
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bool IsValidSlot() const;
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bool IsDeleteSlot() const;
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static bool IsEquipmentIndex(int16 slot_index);
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static bool IsGeneralIndex(int16 slot_index);
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static bool IsCursorIndex(int16 slot_index);
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static bool IsWeaponIndex(int16 slot_index);
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static bool IsTextureIndex(int16 slot_index);
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static bool IsTintableIndex(int16 slot_index);
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bool IsEquipmentSlot() const;
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bool IsGeneralSlot() const;
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bool IsCursorSlot() const;
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bool IsWeaponSlot() const;
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bool IsTextureSlot() const;
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bool IsTintableSlot() const;
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bool IsSlot() const;
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bool IsSlotSocket() const;
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bool IsContainer() const;
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bool IsContainerSocket() const;
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InventorySlot ToTopOwner() const;
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InventorySlot ToOwner() const;
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const std::string ToString() const;
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const std::string ToName() const;
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bool IsTypeIndex(int16 type_index) const { return (_type_index == type_index); }
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bool IsSlotIndex(int16 slot_index) const { return (_slot_index == slot_index); }
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bool IsContainerIndex(int16 container_index) const { return (_container_index == container_index); }
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bool IsSocketIndex(int16 socket_index) const { return (_socket_index == socket_index); }
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void SetType(int16 type_index) { _type_index = type_index; }
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void SetSlot(int16 slot_index) { _slot_index = slot_index; }
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void SetContainer(int16 container_index) { _container_index = container_index; }
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void SetSocket(int16 socket_index) { _socket_index = socket_index; }
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void SetInvalidSlot();
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void SetTypeInvalid() { _type_index = invtype::TYPE_INVALID; }
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void SetSlotInvalid() { _slot_index = invslot::SLOT_INVALID; }
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void SetContainerInvalid() { _container_index = invbag::SLOT_INVALID; }
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void SetSocketInvalid() { _socket_index = invaug::SOCKET_INVALID; }
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void SetTypeBegin() { _type_index = invtype::TYPE_BEGIN; }
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void SetSlotBegin() { _slot_index = invslot::SLOT_BEGIN; }
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void SetContainerBegin() { _container_index = invbag::SLOT_BEGIN; }
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void SetSocketBegin() { _socket_index = invaug::SOCKET_BEGIN; }
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void IncrementType() { ++_type_index; }
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void IncrementSlot() { ++_slot_index; }
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void IncrementContainer() { ++_container_index; }
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void IncrementSocket() { ++_socket_index; }
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void SetTypeless() { _typeless = true; }
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void ClearTypeless() { _typeless = false; }
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// these two methods should really check for all bonus-valid slots..currently checks for equipment only (rework needed)
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//static bool IsBonusIndex(int16 slot_index);
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//bool IsBonusSlot() const;
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bool operator<(const InventorySlot& rhs) const;
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private:
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int16 _type_index;
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//int16 _unknown2; // not implemented
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int16 _slot_index;
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int16 _container_index;
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int16 _socket_index;
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//int16 _unknown1; // not implemented
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bool _typeless;
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};
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bool operator==(const InventorySlot& lhs, const InventorySlot& rhs);
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bool operator!=(const InventorySlot& lhs, const InventorySlot& rhs) { return (!(lhs == rhs)); }
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} /*EQEmu*/
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