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https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-08-05 18:24:12 +00:00
breakout object bits into scoped enum (#997)
* breakout object bits into enum class tested that things still work as expected use the inplace set bits where appropiate * add inline
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@@ -22,6 +22,7 @@
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#include "Database.h"
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#include "EntityInfo.h"
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#include "eMissionTaskType.h"
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#include "eObjectBits.h"
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#include "eGameMasterLevel.h"
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std::unordered_map<LOT, PetComponent::PetPuzzleData> PetComponent::buildCache{};
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@@ -551,8 +552,8 @@ void PetComponent::NotifyTamingBuildSuccess(NiPoint3 position) {
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LWOOBJID petSubKey = ObjectIDManager::Instance()->GenerateRandomObjectID();
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petSubKey = GeneralUtils::SetBit(petSubKey, OBJECT_BIT_CHARACTER);
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petSubKey = GeneralUtils::SetBit(petSubKey, OBJECT_BIT_PERSISTENT);
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GeneralUtils::SetBit(petSubKey, eObjectBits::CHARACTER);
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GeneralUtils::SetBit(petSubKey, eObjectBits::PERSISTENT);
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m_DatabaseId = petSubKey;
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@@ -12,6 +12,7 @@
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#include "UserManager.h"
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#include "dLogger.h"
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#include "AMFFormat.h"
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#include "eObjectBits.h"
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#include "eGameMasterLevel.h"
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PropertyEntranceComponent::PropertyEntranceComponent(uint32_t componentID, Entity* parent) : Component(parent) {
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@@ -243,8 +244,8 @@ void PropertyEntranceComponent::OnPropertyEntranceSync(Entity* entity, bool incl
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// Convert owner char id to LWOOBJID
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LWOOBJID ownerObjId = owner;
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ownerObjId = GeneralUtils::SetBit(ownerObjId, OBJECT_BIT_CHARACTER);
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ownerObjId = GeneralUtils::SetBit(ownerObjId, OBJECT_BIT_PERSISTENT);
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GeneralUtils::SetBit(ownerObjId, eObjectBits::CHARACTER);
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GeneralUtils::SetBit(ownerObjId, eObjectBits::PERSISTENT);
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// Query to get friend and best friend fields
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auto friendCheck = Database::CreatePreppedStmt("SELECT best_friend FROM friends WHERE (player_id = ? AND friend_id = ?) OR (player_id = ? AND friend_id = ?)");
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@@ -19,6 +19,7 @@
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#include "PropertyEntranceComponent.h"
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#include "InventoryComponent.h"
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#include "eMissionTaskType.h"
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#include "eObjectBits.h"
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#include <vector>
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#include "CppScripts.h"
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@@ -66,8 +67,8 @@ PropertyManagementComponent::PropertyManagementComponent(Entity* parent) : Compo
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if (propertyEntry->next()) {
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this->propertyId = propertyEntry->getUInt64(1);
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this->owner = propertyEntry->getUInt64(2);
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this->owner = GeneralUtils::SetBit(this->owner, OBJECT_BIT_CHARACTER);
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this->owner = GeneralUtils::SetBit(this->owner, OBJECT_BIT_PERSISTENT);
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GeneralUtils::SetBit(this->owner, eObjectBits::CHARACTER);
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GeneralUtils::SetBit(this->owner, eObjectBits::PERSISTENT);
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this->clone_Id = propertyEntry->getInt(2);
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this->propertyName = propertyEntry->getString(5).c_str();
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this->propertyDescription = propertyEntry->getString(6).c_str();
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@@ -372,16 +373,15 @@ void PropertyManagementComponent::UpdateModelPosition(const LWOOBJID id, const N
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info.emulated = true;
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info.emulator = EntityManager::Instance()->GetZoneControlEntity()->GetObjectID();
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LWOOBJID id = static_cast<LWOOBJID>(persistentId) | 1ull << OBJECT_BIT_CLIENT;
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info.spawnerID = id;
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info.spawnerID = persistentId;
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GeneralUtils::SetBit(info.spawnerID, eObjectBits::CLIENT);
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const auto spawnerId = dZoneManager::Instance()->MakeSpawner(info);
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auto* spawner = dZoneManager::Instance()->GetSpawner(spawnerId);
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auto ldfModelBehavior = new LDFData<LWOOBJID>(u"modelBehaviors", 0);
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auto userModelID = new LDFData<LWOOBJID>(u"userModelID", id);
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auto userModelID = new LDFData<LWOOBJID>(u"userModelID", info.spawnerID);
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auto modelType = new LDFData<int>(u"modelType", 2);
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auto propertyObjectID = new LDFData<bool>(u"propertyObjectID", true);
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auto componentWhitelist = new LDFData<int>(u"componentWhitelist", 1);
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@@ -622,8 +622,8 @@ void PropertyManagementComponent::Load() {
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//BBB property models need to have extra stuff set for them:
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if (lot == 14) {
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LWOOBJID blueprintID = lookupResult->getUInt(10);
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blueprintID = GeneralUtils::SetBit(blueprintID, OBJECT_BIT_CHARACTER);
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blueprintID = GeneralUtils::SetBit(blueprintID, OBJECT_BIT_PERSISTENT);
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GeneralUtils::SetBit(blueprintID, eObjectBits::CHARACTER);
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GeneralUtils::SetBit(blueprintID, eObjectBits::PERSISTENT);
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LDFBaseData* ldfBlueprintID = new LDFData<LWOOBJID>(u"blueprintid", blueprintID);
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LDFBaseData* componentWhitelist = new LDFData<int>(u"componentWhitelist", 1);
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