breakout the component types into a scoped enum (#1002)

* breakout the component types into a scoped enum

tested that things are the same as they were before

* fix missed rename

* fix brick-by-brick name to be crafting
because that's what it is
This commit is contained in:
Aaron Kimbrell
2023-03-04 01:16:37 -06:00
committed by GitHub
parent 2837f68f44
commit e524b86e12
106 changed files with 598 additions and 430 deletions

View File

@@ -4,6 +4,7 @@
#include "Item.h"
#include "InventoryComponent.h"
#include "eItemType.h"
#include "eReplicaComponentType.h"
std::vector<LOT> Inventory::m_GameMasterRestrictedItems = {
1727, // GM Only - JetPack
@@ -277,7 +278,7 @@ const CDItemComponent& Inventory::FindItemComponent(const LOT lot) {
auto* itemComponents = CDClientManager::Instance()->GetTable<CDItemComponentTable>("ItemComponent");
const auto componentId = registry->GetByIDAndType(lot, COMPONENT_TYPE_ITEM);
const auto componentId = registry->GetByIDAndType(lot, eReplicaComponentType::ITEM);
if (componentId == 0) {
Game::logger->Log("Inventory", "Failed to find item component for (%i)!", lot);
@@ -293,7 +294,7 @@ const CDItemComponent& Inventory::FindItemComponent(const LOT lot) {
bool Inventory::IsValidItem(const LOT lot) {
auto* registry = CDClientManager::Instance()->GetTable<CDComponentsRegistryTable>("ComponentsRegistry");
const auto componentId = registry->GetByIDAndType(lot, COMPONENT_TYPE_ITEM);
const auto componentId = registry->GetByIDAndType(lot, eReplicaComponentType::ITEM);
return componentId != 0;
}

View File

@@ -16,6 +16,7 @@
#include "AssetManager.h"
#include "InventoryComponent.h"
#include "Loot.h"
#include "eReplicaComponentType.h"
Item::Item(const LWOOBJID id, const LOT lot, Inventory* inventory, const uint32_t slot, const uint32_t count, const bool bound, const std::vector<LDFBaseData*>& config, const LWOOBJID parent, LWOOBJID subKey, eLootSourceType lootSourceType) {
if (!Inventory::IsValidItem(lot)) {
@@ -297,7 +298,7 @@ void Item::UseNonEquip(Item* item) {
auto inventory = item->GetInventory();
if (inventory && inventory->GetType() == eInventoryType::ITEMS) {
auto* compRegistryTable = CDClientManager::Instance()->GetTable<CDComponentsRegistryTable>("ComponentsRegistry");
const auto packageComponentId = compRegistryTable->GetByIDAndType(lot, COMPONENT_TYPE_PACKAGE);
const auto packageComponentId = compRegistryTable->GetByIDAndType(lot, eReplicaComponentType::PACKAGE);
if (packageComponentId == 0) return;
@@ -381,7 +382,7 @@ void Item::Disassemble(const eInventoryType inventoryType) {
void Item::DisassembleModel() {
auto* table = CDClientManager::Instance()->GetTable<CDComponentsRegistryTable>("ComponentsRegistry");
const auto componentId = table->GetByIDAndType(GetLot(), COMPONENT_TYPE_RENDER);
const auto componentId = table->GetByIDAndType(GetLot(), eReplicaComponentType::RENDER);
auto query = CDClientDatabase::CreatePreppedStmt(
"SELECT render_asset FROM RenderComponent WHERE id = ?;");