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Merge pull request #402 from Squall5668/develop

Add class change on weapon swaps. Also adds a forgotten inventory on character creation.
This commit is contained in:
Mordred 2018-10-19 09:40:12 +02:00 committed by GitHub
commit c35f70fdfc
3 changed files with 18 additions and 17 deletions

View file

@ -319,6 +319,7 @@ void PlayerMinimal::saveAsNew()
createInvDbContainer( InventoryType::ArmoryWrist );
createInvDbContainer( InventoryType::ArmoryRing );
createInvDbContainer( InventoryType::ArmoryMain );
createInvDbContainer( InventoryType::ArmorySoulCrystal );
createInvDbContainer( InventoryType::Currency );
createInvDbContainer( InventoryType::Crystal );

View file

@ -324,7 +324,7 @@ public:
void unequipItem( Common::GearSetSlot equipSlotId, ItemPtr pItem );
/*! equip a weapon, possibly forcing a job change */
void equipWeapon( ItemPtr pItem );
void equipWeapon( ItemPtr pItem, bool updateClass );
/*! get player ilvl */
uint16_t getItemLevel() const;
@ -356,7 +356,7 @@ public:
/*! return the current amount of crystals of type */
uint32_t getCrystal( uint8_t type ) const;
void updateModels( Common::GearSetSlot equipSlotId, const Core::ItemPtr& pItem );
void updateModels( Common::GearSetSlot equipSlotId, const Core::ItemPtr& pItem, bool updateClass );
Common::GearModelSlot equipSlotToModelSlot( Common::GearSetSlot slot );

View file

@ -114,7 +114,7 @@ void Core::Entity::Player::sendItemLevel()
queuePacket( makeActorControl142( getId(), SetItemLevel, getItemLevel(), 0 ) );
}
void Core::Entity::Player::equipWeapon( ItemPtr pItem )
void Core::Entity::Player::equipWeapon( ItemPtr pItem, bool updateClass )
{
auto exdData = g_fw.get< Core::Data::ExdDataGenerated >();
if( !exdData )
@ -122,16 +122,17 @@ void Core::Entity::Player::equipWeapon( ItemPtr pItem )
auto itemInfo = exdData->get< Core::Data::Item >( pItem->getId() );
auto itemClassJob = itemInfo->classJobUse;
auto currentClass = getClass();
auto classJobInfo = exdData->get< Core::Data::ClassJob >( ( uint32_t )getClass() );
auto currentParentClass = static_cast< ClassJob >( classJobInfo->classJobParent );
auto newClassJob = static_cast< ClassJob >( itemClassJob );
if( isClassJobUnlocked( newClassJob ) )
return;
// todo: check if soul crystal is equipped and use job instead
if( ( isClassJobUnlocked( newClassJob ) ) && ( currentParentClass != newClassJob ) )
{
if ( updateClass )
setClassJob( newClassJob );
else
return;
}
}
// equip an item
@ -139,18 +140,18 @@ void Core::Entity::Player::equipItem( Common::GearSetSlot equipSlotId, ItemPtr p
{
//g_framework.getLogger().debug( "Equipping into slot " + std::to_string( equipSlotId ) );
updateModels( equipSlotId, pItem );
if( sendUpdate )
{
updateModels( equipSlotId, pItem, true );
this->sendModel();
m_itemLevel = calculateEquippedGearItemLevel();
sendItemLevel();
}
else
updateModels( equipSlotId, pItem, false );
}
void Core::Entity::Player::updateModels( GearSetSlot equipSlotId, const Core::ItemPtr& pItem )
void Core::Entity::Player::updateModels( GearSetSlot equipSlotId, const Core::ItemPtr& pItem, bool updateClass )
{
uint64_t model = pItem->getModelId1();
uint64_t model2 = pItem->getModelId2();
@ -160,8 +161,7 @@ void Core::Entity::Player::updateModels( GearSetSlot equipSlotId, const Core::It
case MainHand:
m_modelMainWeapon = model;
m_modelSubWeapon = model2;
// TODO: add job change upon changing weapon if needed
// equipWeapon( pItem );
equipWeapon( pItem, updateClass );
break;
case OffHand: