mirror of
https://github.com/SapphireServer/Sapphire.git
synced 2025-05-09 20:27:45 +00:00
EquipSlot -> GearSetSlot
This commit is contained in:
parent
2859e3731b
commit
7f448494ed
12 changed files with 44 additions and 44 deletions
|
@ -44,7 +44,7 @@ namespace Common {
|
|||
French = 8
|
||||
};
|
||||
|
||||
enum EquipSlot : uint8_t
|
||||
enum GearSetSlot : uint8_t
|
||||
{
|
||||
MainHand = 0,
|
||||
OffHand = 1,
|
||||
|
@ -64,7 +64,7 @@ namespace Common {
|
|||
|
||||
enum EquipSlotCategory : uint8_t
|
||||
{
|
||||
Unequippbale = 0,
|
||||
Unequippable = 0,
|
||||
|
||||
// main slots
|
||||
|
||||
|
|
|
@ -45,7 +45,7 @@ private:
|
|||
auto item = player.addItem( itemId, 1, false, true );
|
||||
|
||||
if( item )
|
||||
player.equipItem( Common::EquipSlot::Ring2, item, true );
|
||||
player.equipItem( Common::GearSetSlot::Ring2, item, true );
|
||||
|
||||
player.setOpeningSequence( 1 );
|
||||
Scene00001( player );
|
||||
|
|
|
@ -60,7 +60,7 @@ private:
|
|||
auto item = player.addItem( itemId, 1, false, true );
|
||||
|
||||
if( item )
|
||||
player.equipItem( Common::EquipSlot::Ring2, item, true );
|
||||
player.equipItem( Common::GearSetSlot::Ring2, item, true );
|
||||
|
||||
player.setOpeningSequence( 1 );
|
||||
Scene00001( player );
|
||||
|
|
|
@ -46,7 +46,7 @@ private:
|
|||
auto item = player.addItem( itemId, 1, false, true );
|
||||
|
||||
if( item )
|
||||
player.equipItem( Common::EquipSlot::Ring2, item, true );
|
||||
player.equipItem( Common::GearSetSlot::Ring2, item, true );
|
||||
|
||||
player.setOpeningSequence( 1 );
|
||||
Scene00001( player );
|
||||
|
|
|
@ -353,15 +353,15 @@ namespace Core {
|
|||
insertDbGlobalItem( 15133, ringUid );
|
||||
|
||||
g_charaDb.execute( "INSERT INTO charaitemgearset (storageId, CharacterId, "
|
||||
"container_" + std::to_string( EquipSlot::MainHand ) + ", "
|
||||
"container_" + std::to_string( EquipSlot::Body ) + ", "
|
||||
"container_" + std::to_string( EquipSlot::Hands ) + ", "
|
||||
"container_" + std::to_string( EquipSlot::Legs ) + ", "
|
||||
"container_" + std::to_string( EquipSlot::Feet ) + ", "
|
||||
"container_" + std::to_string( EquipSlot::Neck ) + ", "
|
||||
"container_" + std::to_string( EquipSlot::Ear ) + ", "
|
||||
"container_" + std::to_string( EquipSlot::Wrist ) + ", "
|
||||
"container_" + std::to_string( EquipSlot::Ring1 ) + ", "
|
||||
"container_" + std::to_string( GearSetSlot::MainHand ) + ", "
|
||||
"container_" + std::to_string( GearSetSlot::Body ) + ", "
|
||||
"container_" + std::to_string( GearSetSlot::Hands ) + ", "
|
||||
"container_" + std::to_string( GearSetSlot::Legs ) + ", "
|
||||
"container_" + std::to_string( GearSetSlot::Feet ) + ", "
|
||||
"container_" + std::to_string( GearSetSlot::Neck ) + ", "
|
||||
"container_" + std::to_string( GearSetSlot::Ear ) + ", "
|
||||
"container_" + std::to_string( GearSetSlot::Wrist ) + ", "
|
||||
"container_" + std::to_string( GearSetSlot::Ring1 ) + ", "
|
||||
"UPDATE_DATE ) "
|
||||
"VALUES ( " + std::to_string( InventoryType::GearSet0 ) + ", " + std::to_string( m_id ) + ", " +
|
||||
std::to_string( uniqueId ) + ", " +
|
||||
|
|
|
@ -774,12 +774,12 @@ void Core::Entity::Player::sendModel()
|
|||
sendToInRangeSet( boost::make_shared< ModelEquipPacket >( *getAsPlayer() ), true );
|
||||
}
|
||||
|
||||
uint32_t Core::Entity::Player::getModelForSlot( Common::EquipSlot slot )
|
||||
uint32_t Core::Entity::Player::getModelForSlot( Common::GearSetSlot slot )
|
||||
{
|
||||
return m_modelEquip[slot];
|
||||
}
|
||||
|
||||
void Core::Entity::Player::setModelForSlot( Common::EquipSlot slot, uint32_t val )
|
||||
void Core::Entity::Player::setModelForSlot( Common::GearSetSlot slot, uint32_t val )
|
||||
{
|
||||
m_modelEquip[slot] = val;
|
||||
}
|
||||
|
@ -1028,7 +1028,7 @@ void Core::Entity::Player::update( int64_t currTime )
|
|||
{
|
||||
if( m_targetId && m_currentStance == Entity::Chara::Stance::Active && isAutoattackOn() )
|
||||
{
|
||||
auto mainWeap = getItemAt( Common::GearSet0, Common::EquipSlot::MainHand );
|
||||
auto mainWeap = getItemAt( Common::GearSet0, Common::GearSetSlot::MainHand );
|
||||
|
||||
// @TODO i dislike this, iterating over all in range actors when you already know the id of the actor you need...
|
||||
for( auto actor : m_inRangeActor )
|
||||
|
@ -1411,7 +1411,7 @@ uint32_t Core::Entity::Player::getPersistentEmote() const
|
|||
void Core::Entity::Player::autoAttack( CharaPtr pTarget )
|
||||
{
|
||||
|
||||
auto mainWeap = getItemAt( Common::GearSet0, Common::EquipSlot::MainHand );
|
||||
auto mainWeap = getItemAt( Common::GearSet0, Common::GearSetSlot::MainHand );
|
||||
|
||||
pTarget->onActionHostile( *this );
|
||||
//uint64_t tick = Util::getTimeMs();
|
||||
|
|
|
@ -223,9 +223,9 @@ public:
|
|||
// Inventory / Item / Currency
|
||||
//////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/*! equip an item to a specified slot */
|
||||
void equipItem( Common::EquipSlot equipSlotId, ItemPtr pItem, bool sendModel );
|
||||
void equipItem( Common::GearSetSlot equipSlotId, ItemPtr pItem, bool sendModel );
|
||||
/*! remove an item from an equipment slot */
|
||||
void unequipItem( Common::EquipSlot equipSlotId, ItemPtr pItem );
|
||||
void unequipItem( Common::GearSetSlot equipSlotId, ItemPtr pItem );
|
||||
/*! equip a weapon, possibly forcing a job change */
|
||||
void equipWeapon( ItemPtr pItem );
|
||||
/*! get player ilvl */
|
||||
|
@ -241,9 +241,9 @@ public:
|
|||
/*! return a const pointer to the model array */
|
||||
const uint32_t* getModelArray() const;
|
||||
/*! return the equipment model in a specified equipment slot */
|
||||
uint32_t getModelForSlot( Common::EquipSlot slot );
|
||||
uint32_t getModelForSlot( Common::GearSetSlot slot );
|
||||
/*! set the equipment model in a specified equipment slot */
|
||||
void setModelForSlot( Common::EquipSlot slot, uint32_t val );
|
||||
void setModelForSlot( Common::GearSetSlot slot, uint32_t val );
|
||||
/*! add amount to the currency of type */
|
||||
void addCurrency( Common::CurrencyType type, uint32_t amount );
|
||||
/*! remove amount from the currency of type */
|
||||
|
|
|
@ -171,7 +171,7 @@ void Core::Entity::Player::equipWeapon( ItemPtr pItem )
|
|||
}
|
||||
|
||||
// equip an item
|
||||
void Core::Entity::Player::equipItem( Common::EquipSlot equipSlotId, ItemPtr pItem, bool sendUpdate )
|
||||
void Core::Entity::Player::equipItem( Common::GearSetSlot equipSlotId, ItemPtr pItem, bool sendUpdate )
|
||||
{
|
||||
|
||||
//g_framework.getLogger().debug( "Equipping into slot " + std::to_string( equipSlotId ) );
|
||||
|
@ -181,18 +181,18 @@ void Core::Entity::Player::equipItem( Common::EquipSlot equipSlotId, ItemPtr pIt
|
|||
|
||||
switch( equipSlotId )
|
||||
{
|
||||
case Common::EquipSlot::MainHand:
|
||||
case Common::GearSetSlot::MainHand:
|
||||
m_modelMainWeapon = model;
|
||||
m_modelSubWeapon = model2;
|
||||
// TODO: add job change upon changing weapon if needed
|
||||
// equipWeapon( pItem );
|
||||
break;
|
||||
|
||||
case Common::EquipSlot::OffHand:
|
||||
case Common::GearSetSlot::OffHand:
|
||||
m_modelSubWeapon = model;
|
||||
break;
|
||||
|
||||
case Common::EquipSlot::SoulCrystal:
|
||||
case Common::GearSetSlot::SoulCrystal:
|
||||
// TODO: add Job change on equipping crystal
|
||||
// change job
|
||||
break;
|
||||
|
@ -211,7 +211,7 @@ void Core::Entity::Player::equipItem( Common::EquipSlot equipSlotId, ItemPtr pIt
|
|||
}
|
||||
}
|
||||
|
||||
void Core::Entity::Player::unequipItem( Common::EquipSlot equipSlotId, ItemPtr pItem )
|
||||
void Core::Entity::Player::unequipItem( Common::GearSetSlot equipSlotId, ItemPtr pItem )
|
||||
{
|
||||
m_modelEquip[static_cast< uint8_t >( equipSlotId )] = 0;
|
||||
sendModel();
|
||||
|
@ -611,10 +611,10 @@ void Core::Entity::Player::moveItem( uint16_t fromInventoryId, uint8_t fromSlotI
|
|||
writeInventory( static_cast< InventoryType >( fromInventoryId ) );
|
||||
|
||||
if( static_cast< InventoryType >( toInventoryId ) == GearSet0 )
|
||||
equipItem( static_cast< EquipSlot >( toSlot ), tmpItem, true );
|
||||
equipItem( static_cast< GearSetSlot >( toSlot ), tmpItem, true );
|
||||
|
||||
if( static_cast< InventoryType >( fromInventoryId ) == GearSet0 )
|
||||
unequipItem( static_cast< EquipSlot >( fromSlotId ), tmpItem );
|
||||
unequipItem( static_cast< GearSetSlot >( fromSlotId ), tmpItem );
|
||||
|
||||
|
||||
}
|
||||
|
@ -638,9 +638,9 @@ bool Core::Entity::Player::updateContainer( uint16_t storageId, uint8_t slotId,
|
|||
case GearSet:
|
||||
{
|
||||
if( pItem )
|
||||
equipItem( static_cast< EquipSlot >( slotId ), pItem, true );
|
||||
equipItem( static_cast< GearSetSlot >( slotId ), pItem, true );
|
||||
else
|
||||
unequipItem( static_cast< EquipSlot >( slotId ), pItem );
|
||||
unequipItem( static_cast< GearSetSlot >( slotId ), pItem );
|
||||
|
||||
writeInventory( static_cast< InventoryType >( storageId ) );
|
||||
break;
|
||||
|
|
|
@ -617,7 +617,7 @@ bool Core::Entity::Player::loadInventory()
|
|||
continue;
|
||||
|
||||
m_storageMap[storageId]->getItemMap()[i - 1] = pItem;
|
||||
equipItem( static_cast< EquipSlot >( i - 1 ), pItem, false );
|
||||
equipItem( static_cast< GearSetSlot >( i - 1 ), pItem, false );
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -267,7 +267,7 @@ void Core::DebugCommandHandler::set( char * data, Entity::Player& player, boost:
|
|||
uint32_t val;
|
||||
sscanf( params.c_str(), "%d %d", &slot, &val );
|
||||
|
||||
player.setModelForSlot( static_cast< Common::EquipSlot >( slot ), val );
|
||||
player.setModelForSlot( static_cast< Common::GearSetSlot >( slot ), val );
|
||||
player.sendModel();
|
||||
player.sendDebug( "Model updated" );
|
||||
}
|
||||
|
|
|
@ -28,11 +28,11 @@ private:
|
|||
{
|
||||
m_data.mainWeapon = player.getModelMainWeapon();
|
||||
m_data.offWeapon = player.getModelSubWeapon();
|
||||
m_data.models[0] = player.getModelForSlot( Common::EquipSlot::Head );
|
||||
m_data.models[1] = player.getModelForSlot( Common::EquipSlot::Body );
|
||||
m_data.models[2] = player.getModelForSlot( Common::EquipSlot::Hands );
|
||||
m_data.models[3] = player.getModelForSlot( Common::EquipSlot::Legs );
|
||||
m_data.models[4] = player.getModelForSlot( Common::EquipSlot::Feet );
|
||||
m_data.models[0] = player.getModelForSlot( Common::GearSetSlot::Head );
|
||||
m_data.models[1] = player.getModelForSlot( Common::GearSetSlot::Body );
|
||||
m_data.models[2] = player.getModelForSlot( Common::GearSetSlot::Hands );
|
||||
m_data.models[3] = player.getModelForSlot( Common::GearSetSlot::Legs );
|
||||
m_data.models[4] = player.getModelForSlot( Common::GearSetSlot::Feet );
|
||||
};
|
||||
};
|
||||
|
||||
|
|
|
@ -49,16 +49,16 @@ namespace Server {
|
|||
|
||||
memcpy( m_data.look, player.getLookArray(), 26 );
|
||||
|
||||
auto item = player.getItemAt( Common::GearSet0, Common::EquipSlot::MainHand );
|
||||
auto item = player.getItemAt( Common::GearSet0, Common::GearSetSlot::MainHand );
|
||||
if( item )
|
||||
m_data.mainWeaponModel = item->getModelId1();
|
||||
m_data.secWeaponModel = player.getModelSubWeapon();
|
||||
|
||||
m_data.models[0] = player.getModelForSlot( Common::EquipSlot::Head );
|
||||
m_data.models[1] = player.getModelForSlot( Common::EquipSlot::Body );
|
||||
m_data.models[2] = player.getModelForSlot( Common::EquipSlot::Hands );
|
||||
m_data.models[3] = player.getModelForSlot( Common::EquipSlot::Legs );
|
||||
m_data.models[4] = player.getModelForSlot( Common::EquipSlot::Feet );
|
||||
m_data.models[0] = player.getModelForSlot( Common::GearSetSlot::Head );
|
||||
m_data.models[1] = player.getModelForSlot( Common::GearSetSlot::Body );
|
||||
m_data.models[2] = player.getModelForSlot( Common::GearSetSlot::Hands );
|
||||
m_data.models[3] = player.getModelForSlot( Common::GearSetSlot::Legs );
|
||||
m_data.models[4] = player.getModelForSlot( Common::GearSetSlot::Feet );
|
||||
strcpy( m_data.name, player.getName().c_str() );
|
||||
|
||||
m_data.pos.x = player.getPos().x;
|
||||
|
|
Loading…
Add table
Reference in a new issue