Breakout rest of the enums from dCommonVars and clean it up (#1061)

* Breakout rest of the enums from dcommonvars
so we don't have to deal with merge conflicts
ePlayerFlags is not a scoped enum, yet, due to it's complexity

* address feedback

* make player flag types consistent

* fix typo
This commit is contained in:
Aaron Kimbrell
2023-05-02 17:39:21 -05:00
committed by GitHub
parent e8590a5853
commit 6aa90ad5b2
161 changed files with 960 additions and 776 deletions

View File

@@ -18,6 +18,7 @@
#include "Loot.h"
#include "eObjectBits.h"
#include "eReplicaComponentType.h"
#include "eUseItemResponse.h"
#include "CDBrickIDTableTable.h"
#include "CDObjectSkillsTable.h"
@@ -330,7 +331,7 @@ void Item::UseNonEquip(Item* item) {
}
}
if (playerInventoryComponent->HasSpaceForLoot(rolledLoot)) {
LootGenerator::Instance().GiveLoot(playerInventoryComponent->GetParent(), rolledLoot, eLootSourceType::LOOT_SOURCE_CONSUMPTION);
LootGenerator::Instance().GiveLoot(playerInventoryComponent->GetParent(), rolledLoot, eLootSourceType::CONSUMPTION);
item->SetCount(item->GetCount() - 1);
} else {
success = false;
@@ -339,7 +340,7 @@ void Item::UseNonEquip(Item* item) {
GameMessages::SendUseItemRequirementsResponse(
playerInventoryComponent->GetParent()->GetObjectID(),
playerInventoryComponent->GetParent()->GetSystemAddress(),
UseItemResponse::FailedPrecondition
eUseItemResponse::FailedPrecondition
);
success = false;
}
@@ -379,7 +380,7 @@ void Item::Disassemble(const eInventoryType inventoryType) {
}
for (const auto mod : modArray) {
inventory->GetComponent()->AddItem(mod, 1, eLootSourceType::LOOT_SOURCE_DELETION, inventoryType);
inventory->GetComponent()->AddItem(mod, 1, eLootSourceType::DELETION, inventoryType);
}
}
}
@@ -477,7 +478,7 @@ void Item::DisassembleModel() {
continue;
}
GetInventory()->GetComponent()->AddItem(brickID[0].NDObjectID, 1, eLootSourceType::LOOT_SOURCE_DELETION);
GetInventory()->GetComponent()->AddItem(brickID[0].NDObjectID, 1, eLootSourceType::DELETION);
}
}

View File

@@ -7,6 +7,7 @@
#include "dLogger.h"
#include "Preconditions.h"
#include "eInventoryType.h"
#include "eLootSourceType.h"
/**
* An item that can be stored in an inventory and optionally consumed or equipped
@@ -38,7 +39,7 @@ public:
const std::vector<LDFBaseData*>& config,
LWOOBJID parent,
LWOOBJID subKey,
eLootSourceType lootSourceType = eLootSourceType::LOOT_SOURCE_NONE
eLootSourceType lootSourceType = eLootSourceType::NONE
);
/**
@@ -65,7 +66,7 @@ public:
bool isModMoveAndEquip = false,
LWOOBJID subKey = LWOOBJID_EMPTY,
bool bound = false,
eLootSourceType lootSourceType = eLootSourceType::LOOT_SOURCE_NONE
eLootSourceType lootSourceType = eLootSourceType::NONE
);
~Item();
@@ -89,7 +90,7 @@ public:
* @param disassemble if items were removed, this returns all the sub parts of the item individually if it had assembly part lots
* @param showFlyingLoot shows flying loot to the client, if not silent
*/
void SetCount(uint32_t value, bool silent = false, bool disassemble = true, bool showFlyingLoot = true, eLootSourceType lootSourceType = eLootSourceType::LOOT_SOURCE_NONE);
void SetCount(uint32_t value, bool silent = false, bool disassemble = true, bool showFlyingLoot = true, eLootSourceType lootSourceType = eLootSourceType::NONE);
/**
* Returns the number of items this item represents (e.g. for stacks)