cleanup enums to make them more consistent

This commit is contained in:
Aaron Kimbre
2023-01-22 17:38:47 -06:00
parent cff94b6c22
commit faf42d2f8c
133 changed files with 898 additions and 808 deletions

View File

@@ -231,41 +231,42 @@ eInventoryType Inventory::FindInventoryTypeForLot(const LOT lot) {
const auto itemType = static_cast<eItemType>(itemComponent.itemType);
switch (itemType) {
case eItemType::ITEM_TYPE_BRICK:
case eItemType::BRICK:
return BRICKS;
case eItemType::ITEM_TYPE_BEHAVIOR:
case eItemType::BEHAVIOR:
return BEHAVIORS;
case eItemType::ITEM_TYPE_PROPERTY:
case eItemType::PROPERTY:
return PROPERTY_DEEDS;
case eItemType::ITEM_TYPE_MODEL:
case eItemType::ITEM_TYPE_VEHICLE:
case eItemType::ITEM_TYPE_LOOT_MODEL:
case eItemType::ITEM_TYPE_MOUNT:
case eItemType::MODEL:
case eItemType::VEHICLE:
case eItemType::LOOT_MODEL:
case eItemType::LUP_MODEL:
case eItemType::MOUNT:
return MODELS;
case eItemType::ITEM_TYPE_HAT:
case eItemType::ITEM_TYPE_HAIR:
case eItemType::ITEM_TYPE_NECK:
case eItemType::ITEM_TYPE_LEFT_HAND:
case eItemType::ITEM_TYPE_RIGHT_HAND:
case eItemType::ITEM_TYPE_LEGS:
case eItemType::ITEM_TYPE_LEFT_TRINKET:
case eItemType::ITEM_TYPE_RIGHT_TRINKET:
case eItemType::ITEM_TYPE_COLLECTIBLE:
case eItemType::ITEM_TYPE_CONSUMABLE:
case eItemType::ITEM_TYPE_CHEST:
case eItemType::ITEM_TYPE_EGG:
case eItemType::ITEM_TYPE_PET_FOOD:
case eItemType::ITEM_TYPE_PET_INVENTORY_ITEM:
case eItemType::ITEM_TYPE_PACKAGE:
case eItemType::ITEM_TYPE_CURRENCY:
case eItemType::HAT:
case eItemType::HAIR:
case eItemType::NECK:
case eItemType::LEFT_HAND:
case eItemType::RIGHT_HAND:
case eItemType::LEGS:
case eItemType::LEFT_TRINKET:
case eItemType::RIGHT_TRINKET:
case eItemType::COLLECTIBLE:
case eItemType::CONSUMABLE:
case eItemType::CHEST:
case eItemType::EGG:
case eItemType::PET_FOOD:
case eItemType::PET_INVENTORY_ITEM:
case eItemType::PACKAGE:
return ITEMS;
case eItemType::ITEM_TYPE_QUEST_OBJECT:
case eItemType::ITEM_TYPE_UNKNOWN:
case eItemType::QUEST_OBJECT:
case eItemType::UNKNOWN:
default:
return QUEST;
}

View File

@@ -76,7 +76,7 @@ Item::Item(
const auto type = static_cast<eItemType>(info->itemType);
if (type == eItemType::ITEM_TYPE_MOUNT) {
if (type == eItemType::MOUNT) {
id = GeneralUtils::SetBit(id, OBJECT_BIT_CLIENT);
}
@@ -283,10 +283,10 @@ void Item::UseNonEquip(Item* item) {
}
const auto type = static_cast<eItemType>(info->itemType);
if (type == eItemType::ITEM_TYPE_MOUNT) {
if (type == eItemType::MOUNT) {
playerInventoryComponent->HandlePossession(this);
// TODO Check if mounts are allowed to be spawned
} else if (type == eItemType::ITEM_TYPE_PET_INVENTORY_ITEM && subKey != LWOOBJID_EMPTY) {
} else if (type == eItemType::PET_INVENTORY_ITEM && subKey != LWOOBJID_EMPTY) {
const auto& databasePet = playerInventoryComponent->GetDatabasePet(subKey);
if (databasePet.lot != LOT_NULL) {
playerInventoryComponent->SpawnPet(this);

View File

@@ -6,6 +6,7 @@
#include "CDClientDatabase.h"
#include "Game.h"
#include "MissionComponent.h"
#include "eMissionTaskType.h"
#include <algorithm>
ItemSet::ItemSet(const uint32_t id, InventoryComponent* inventoryComponent) {
@@ -130,7 +131,7 @@ void ItemSet::OnEquip(const LOT lot) {
const auto behaviorId = skillTable->GetSkillByID(skill).behaviorID;
missionComponent->Progress(MissionTaskType::MISSION_TASK_TYPE_SKILL, skill);
missionComponent->Progress(eMissionTaskType::USE_SKILL, skill);
skillComponent->HandleUnmanaged(behaviorId, m_InventoryComponent->GetParent()->GetObjectID());
}

View File

@@ -3,7 +3,7 @@
#include "DestroyableComponent.h"
#include "SkillComponent.h"
#include "ItemSet.h"
#include "ItemSetPassiveAbilityID.h"
#include "eItemSetPassiveAbilityID.h"
ItemSetPassiveAbility::ItemSetPassiveAbility(PassiveAbilityTrigger trigger, Entity* parent, ItemSet* itemSet) {
m_Trigger = trigger;
@@ -46,31 +46,31 @@ void ItemSetPassiveAbility::Activate(Entity* target) {
EntityManager::Instance()->SerializeEntity(m_Parent);
const auto id = static_cast<ItemSetPassiveAbilityID>(m_ItemSet->GetID());
const auto id = static_cast<eItemSetPassiveAbilityID>(m_ItemSet->GetID());
const auto parentID = m_Parent->GetObjectID();
const auto equippedCount = m_ItemSet->GetEquippedCount();
switch (id) {
// Assembly
case ItemSetPassiveAbilityID::InventorRank1:
case ItemSetPassiveAbilityID::SummonerRank1:
case ItemSetPassiveAbilityID::EngineerRank1: {
case eItemSetPassiveAbilityID::InventorRank1:
case eItemSetPassiveAbilityID::SummonerRank1:
case eItemSetPassiveAbilityID::EngineerRank1: {
if (equippedCount < 4) return;
m_Cooldown = 11.0f;
skillComponent->CalculateBehavior(394, 4401, parentID);
break;
}
case ItemSetPassiveAbilityID::InventorRank2:
case ItemSetPassiveAbilityID::SummonerRank2:
case ItemSetPassiveAbilityID::EngineerRank2: {
case eItemSetPassiveAbilityID::InventorRank2:
case eItemSetPassiveAbilityID::SummonerRank2:
case eItemSetPassiveAbilityID::EngineerRank2: {
if (equippedCount < 4) return;
m_Cooldown = 11.0f;
skillComponent->CalculateBehavior(581, 9433, parentID);
break;
}
case ItemSetPassiveAbilityID::InventorRank3:
case ItemSetPassiveAbilityID::SummonerRank3:
case ItemSetPassiveAbilityID::EngineerRank3: {
case eItemSetPassiveAbilityID::InventorRank3:
case eItemSetPassiveAbilityID::SummonerRank3:
case eItemSetPassiveAbilityID::EngineerRank3: {
if (equippedCount < 4) return;
m_Cooldown = 11.0f;
skillComponent->CalculateBehavior(582, 9435, parentID);
@@ -78,57 +78,57 @@ void ItemSetPassiveAbility::Activate(Entity* target) {
}
// Sentinel
case ItemSetPassiveAbilityID::KnightRank1: {
case eItemSetPassiveAbilityID::KnightRank1: {
if (equippedCount < 4) return;
m_Cooldown = 11.0f;
skillComponent->CalculateBehavior(559, 8884, parentID);
break;
}
case ItemSetPassiveAbilityID::KnightRank2: {
case eItemSetPassiveAbilityID::KnightRank2: {
if (equippedCount < 4) return;
m_Cooldown = 11.0f;
skillComponent->CalculateBehavior(560, 8885, parentID);
break;
}
case ItemSetPassiveAbilityID::KnightRank3: {
case eItemSetPassiveAbilityID::KnightRank3: {
if (equippedCount < 4) return;
m_Cooldown = 11.0f;
skillComponent->CalculateBehavior(561, 8890, parentID);
break;
}
case ItemSetPassiveAbilityID::SpaceRangerRank1: {
case eItemSetPassiveAbilityID::SpaceRangerRank1: {
if (equippedCount < 4) return;
m_Cooldown = 11.0f;
skillComponent->CalculateBehavior(1101, 24612, parentID);
break;
}
case ItemSetPassiveAbilityID::SpaceRangerRank2: {
case eItemSetPassiveAbilityID::SpaceRangerRank2: {
if (equippedCount < 4) return;
m_Cooldown = 11.0f;
skillComponent->CalculateBehavior(1102, 24617, parentID);
break;
}
case ItemSetPassiveAbilityID::SpaceRangerRank3: {
case eItemSetPassiveAbilityID::SpaceRangerRank3: {
if (equippedCount < 4) return;
m_Cooldown = 11.0f;
skillComponent->CalculateBehavior(1103, 24622, parentID);
break;
}
case ItemSetPassiveAbilityID::SamuraiRank1: {
case eItemSetPassiveAbilityID::SamuraiRank1: {
if (equippedCount < 4) return;
m_Cooldown = 11.0f;
skillComponent->CalculateBehavior(562, 8899, parentID);
break;
}
case ItemSetPassiveAbilityID::SamuraiRank2: {
case eItemSetPassiveAbilityID::SamuraiRank2: {
if (equippedCount < 4) return;
m_Cooldown = 11.0f;
skillComponent->CalculateBehavior(563, 8904, parentID);
break;
}
case ItemSetPassiveAbilityID::SamuraiRank3: {
case eItemSetPassiveAbilityID::SamuraiRank3: {
if (equippedCount < 4) return;
m_Cooldown = 11.0f;
skillComponent->CalculateBehavior(564, 8909, parentID);
@@ -143,47 +143,47 @@ void ItemSetPassiveAbility::Activate(Entity* target) {
std::vector<ItemSetPassiveAbility> ItemSetPassiveAbility::FindAbilities(uint32_t itemSetID, Entity* parent, ItemSet* itemSet) {
std::vector<ItemSetPassiveAbility> abilities;
switch (static_cast<ItemSetPassiveAbilityID>(itemSetID)) {
switch (static_cast<eItemSetPassiveAbilityID>(itemSetID)) {
// Assembly
case ItemSetPassiveAbilityID::SummonerRank1:
case ItemSetPassiveAbilityID::SummonerRank2:
case ItemSetPassiveAbilityID::SummonerRank3:
case ItemSetPassiveAbilityID::InventorRank1:
case ItemSetPassiveAbilityID::InventorRank2:
case ItemSetPassiveAbilityID::InventorRank3:
case ItemSetPassiveAbilityID::EngineerRank1:
case ItemSetPassiveAbilityID::EngineerRank2:
case ItemSetPassiveAbilityID::EngineerRank3: {
case eItemSetPassiveAbilityID::SummonerRank1:
case eItemSetPassiveAbilityID::SummonerRank2:
case eItemSetPassiveAbilityID::SummonerRank3:
case eItemSetPassiveAbilityID::InventorRank1:
case eItemSetPassiveAbilityID::InventorRank2:
case eItemSetPassiveAbilityID::InventorRank3:
case eItemSetPassiveAbilityID::EngineerRank1:
case eItemSetPassiveAbilityID::EngineerRank2:
case eItemSetPassiveAbilityID::EngineerRank3: {
abilities.emplace_back(PassiveAbilityTrigger::AssemblyImagination, parent, itemSet);
break;
}
// Sentinel
case ItemSetPassiveAbilityID::KnightRank1:
case ItemSetPassiveAbilityID::KnightRank2:
case ItemSetPassiveAbilityID::KnightRank3:
case ItemSetPassiveAbilityID::SpaceRangerRank1:
case ItemSetPassiveAbilityID::SpaceRangerRank2:
case ItemSetPassiveAbilityID::SpaceRangerRank3:
case ItemSetPassiveAbilityID::SamuraiRank1:
case ItemSetPassiveAbilityID::SamuraiRank2:
case ItemSetPassiveAbilityID::SamuraiRank3: {
case eItemSetPassiveAbilityID::KnightRank1:
case eItemSetPassiveAbilityID::KnightRank2:
case eItemSetPassiveAbilityID::KnightRank3:
case eItemSetPassiveAbilityID::SpaceRangerRank1:
case eItemSetPassiveAbilityID::SpaceRangerRank2:
case eItemSetPassiveAbilityID::SpaceRangerRank3:
case eItemSetPassiveAbilityID::SamuraiRank1:
case eItemSetPassiveAbilityID::SamuraiRank2:
case eItemSetPassiveAbilityID::SamuraiRank3: {
abilities.emplace_back(PassiveAbilityTrigger::SentinelArmor, parent, itemSet);
abilities.emplace_back(PassiveAbilityTrigger::EnemySmashed, parent, itemSet);
break;
}
// Paradox
case ItemSetPassiveAbilityID::BatLord:
case ItemSetPassiveAbilityID::SpaceMarauderRank1:
case ItemSetPassiveAbilityID::SpaceMarauderRank2:
case ItemSetPassiveAbilityID::SpaceMarauderRank3:
case ItemSetPassiveAbilityID::SorcererRank1:
case ItemSetPassiveAbilityID::SorcererRank2:
case ItemSetPassiveAbilityID::SorcererRank3:
case ItemSetPassiveAbilityID::ShinobiRank1:
case ItemSetPassiveAbilityID::ShinobiRank2:
case ItemSetPassiveAbilityID::ShinobiRank3: {
case eItemSetPassiveAbilityID::BatLord:
case eItemSetPassiveAbilityID::SpaceMarauderRank1:
case eItemSetPassiveAbilityID::SpaceMarauderRank2:
case eItemSetPassiveAbilityID::SpaceMarauderRank3:
case eItemSetPassiveAbilityID::SorcererRank1:
case eItemSetPassiveAbilityID::SorcererRank2:
case eItemSetPassiveAbilityID::SorcererRank3:
case eItemSetPassiveAbilityID::ShinobiRank1:
case eItemSetPassiveAbilityID::ShinobiRank2:
case eItemSetPassiveAbilityID::ShinobiRank3: {
abilities.emplace_back(PassiveAbilityTrigger::EnemySmashed, parent, itemSet);
break;
@@ -205,110 +205,110 @@ void ItemSetPassiveAbility::OnEnemySmshed(Entity* target) {
EntityManager::Instance()->SerializeEntity(m_Parent);
const auto id = static_cast<ItemSetPassiveAbilityID>(m_ItemSet->GetID());
const auto id = static_cast<eItemSetPassiveAbilityID>(m_ItemSet->GetID());
const auto parentID = m_Parent->GetObjectID();
const auto equippedCount = m_ItemSet->GetEquippedCount();
switch (id) {
// Bat Lord
case ItemSetPassiveAbilityID::BatLord: {
case eItemSetPassiveAbilityID::BatLord: {
if (equippedCount < 5) return;
destroyableComponent->Heal(3);
break;
}
// Sentinel
case ItemSetPassiveAbilityID::KnightRank1: {
case eItemSetPassiveAbilityID::KnightRank1: {
if (equippedCount < 5) return;
destroyableComponent->Repair(1);
break;
}
case ItemSetPassiveAbilityID::KnightRank2: {
case eItemSetPassiveAbilityID::KnightRank2: {
if (equippedCount < 5) return;
destroyableComponent->Repair(1);
break;
}
case ItemSetPassiveAbilityID::KnightRank3: {
case eItemSetPassiveAbilityID::KnightRank3: {
if (equippedCount < 5) return;
destroyableComponent->Repair(1);
break;
}
case ItemSetPassiveAbilityID::SpaceRangerRank1: {
case eItemSetPassiveAbilityID::SpaceRangerRank1: {
if (equippedCount < 5) return;
destroyableComponent->Repair(1);
break;
}
case ItemSetPassiveAbilityID::SpaceRangerRank2: {
case eItemSetPassiveAbilityID::SpaceRangerRank2: {
if (equippedCount < 5) return;
destroyableComponent->Repair(1);
break;
}
case ItemSetPassiveAbilityID::SpaceRangerRank3: {
case eItemSetPassiveAbilityID::SpaceRangerRank3: {
if (equippedCount < 5) return;
destroyableComponent->Repair(1);
break;
}
case ItemSetPassiveAbilityID::SamuraiRank1: {
case eItemSetPassiveAbilityID::SamuraiRank1: {
if (equippedCount < 5) return;
destroyableComponent->Repair(1);
break;
}
case ItemSetPassiveAbilityID::SamuraiRank2: {
case eItemSetPassiveAbilityID::SamuraiRank2: {
if (equippedCount < 5) return;
destroyableComponent->Repair(1);
break;
}
case ItemSetPassiveAbilityID::SamuraiRank3: {
case eItemSetPassiveAbilityID::SamuraiRank3: {
if (equippedCount < 5) return;
destroyableComponent->Repair(1);
break;
}
// Paradox
case ItemSetPassiveAbilityID::SpaceMarauderRank1: {
case eItemSetPassiveAbilityID::SpaceMarauderRank1: {
if (equippedCount < 4) return;
destroyableComponent->Imagine(1);
break;
}
case ItemSetPassiveAbilityID::SpaceMarauderRank2: {
case eItemSetPassiveAbilityID::SpaceMarauderRank2: {
if (equippedCount < 4) return;
destroyableComponent->Imagine(2);
break;
}
case ItemSetPassiveAbilityID::SpaceMarauderRank3: {
case eItemSetPassiveAbilityID::SpaceMarauderRank3: {
if (equippedCount < 4) return;
destroyableComponent->Imagine(3);
break;
}
case ItemSetPassiveAbilityID::ShinobiRank1: {
case eItemSetPassiveAbilityID::ShinobiRank1: {
if (equippedCount < 4) return;
destroyableComponent->Imagine(1);
break;
}
case ItemSetPassiveAbilityID::ShinobiRank2: {
case eItemSetPassiveAbilityID::ShinobiRank2: {
if (equippedCount < 4) return;
destroyableComponent->Imagine(2);
break;
}
case ItemSetPassiveAbilityID::ShinobiRank3: {
if (equippedCount < 4 || !target) return;
skillComponent->CalculateBehavior(695, 11399, target->GetObjectID());
case eItemSetPassiveAbilityID::ShinobiRank3: {
if (equippedCount < 4) return;
destroyableComponent->Imagine(3);
break;
}
case ItemSetPassiveAbilityID::SorcererRank1: {
case eItemSetPassiveAbilityID::SorcererRank1: {
if (equippedCount < 4) return;
destroyableComponent->Imagine(1);
break;
}
case ItemSetPassiveAbilityID::SorcererRank2: {
case eItemSetPassiveAbilityID::SorcererRank2: {
if (equippedCount < 4) return;
destroyableComponent->Imagine(2);
break;
}
case ItemSetPassiveAbilityID::SorcererRank3: {
case eItemSetPassiveAbilityID::SorcererRank3: {
if (equippedCount < 4) return;
destroyableComponent->Imagine(3);
break;