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

@@ -4,7 +4,8 @@
#include "EntityManager.h"
#include "dZoneManager.h"
#include "Player.h"
#include "MissionTaskType.h"
#include "eMissionTaskType.h"
#include "eMissionState.h"
#include "MissionComponent.h"
#include "Character.h"
@@ -373,7 +374,7 @@ void BaseWavesServer::GameOver(Entity* self, bool won) {
// Update all mission progression
auto* missionComponent = player->GetComponent<MissionComponent>();
if (missionComponent != nullptr) {
missionComponent->Progress(MissionTaskType::MISSION_TASK_TYPE_MINIGAME, time, self->GetObjectID(), self->GetVar<std::string>(MissionTypeVariable));
missionComponent->Progress(eMissionTaskType::PERFORM_ACTIVITY, time, self->GetObjectID(), self->GetVar<std::string>(MissionTypeVariable));
}
StopActivity(self, playerID, wave, time, score);
@@ -510,15 +511,15 @@ bool BaseWavesServer::UpdateSpawnedEnemies(Entity* self, LWOOBJID enemyID, uint3
// Get the mission state
auto missionState = missionComponent->GetMissionState(missionID);
// For some reason these achievements are not accepted by default, so we accept them here if they arent already.
if (missionState != MissionState::MISSION_STATE_COMPLETE && missionState != MissionState::MISSION_STATE_UNKNOWN) {
if (missionState != eMissionState::COMPLETE && missionState != eMissionState::UNKNOWN) {
missionComponent->AcceptMission(missionID);
missionState = missionComponent->GetMissionState(missionID);
}
if (missionState != MissionState::MISSION_STATE_COMPLETE) {
if (missionState != eMissionState::COMPLETE) {
auto mission = missionComponent->GetMission(missionID);
if (mission != nullptr) {
mission->Progress(MissionTaskType::MISSION_TASK_TYPE_SCRIPT, self->GetLOT());
mission->Progress(eMissionTaskType::SCRIPT, self->GetLOT());
}
}
}
@@ -528,15 +529,15 @@ bool BaseWavesServer::UpdateSpawnedEnemies(Entity* self, LWOOBJID enemyID, uint3
// Get the mission state
auto missionState = missionComponent->GetMissionState(missionID);
// For some reason these achievements are not accepted by default, so we accept them here if they arent already.
if (missionState != MissionState::MISSION_STATE_COMPLETE && missionState != MissionState::MISSION_STATE_UNKNOWN) {
if (missionState != eMissionState::COMPLETE && missionState != eMissionState::UNKNOWN) {
missionComponent->AcceptMission(missionID);
missionState = missionComponent->GetMissionState(missionID);
}
if (missionState != MissionState::MISSION_STATE_COMPLETE) {
if (missionState != eMissionState::COMPLETE) {
auto mission = missionComponent->GetMission(missionID);
if (mission != nullptr) {
mission->Progress(MissionTaskType::MISSION_TASK_TYPE_SCRIPT, self->GetLOT());
mission->Progress(eMissionTaskType::SCRIPT, self->GetLOT());
}
}
}
@@ -564,14 +565,14 @@ void BaseWavesServer::UpdateMissionForAllPlayers(Entity* self, uint32_t missionI
// Get the mission state
auto missionState = missionComponent->GetMissionState(missionID);
// For some reason these achievements are not accepted by default, so we accept them here if they arent already.
if (missionState != MissionState::MISSION_STATE_COMPLETE && missionState != MissionState::MISSION_STATE_UNKNOWN) {
if (missionState != eMissionState::COMPLETE && missionState != eMissionState::UNKNOWN) {
missionComponent->AcceptMission(missionID);
missionState = missionComponent->GetMissionState(missionID);
}
if (missionState != MissionState::MISSION_STATE_COMPLETE) {
if (missionState != eMissionState::COMPLETE) {
auto mission = missionComponent->GetMission(missionID);
if (mission != nullptr) {
mission->Progress(MissionTaskType::MISSION_TASK_TYPE_SCRIPT, self->GetLOT());
mission->Progress(eMissionTaskType::SCRIPT, self->GetLOT());
}
}
}