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

@@ -5,18 +5,19 @@
#include "InventoryComponent.h"
#include "MissionComponent.h"
#include "Item.h"
#include "eMissionState.h"
void AgPropGuard::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, MissionState missionState) {
void AgPropGuard::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, eMissionState missionState) {
auto* character = target->GetCharacter();
auto* missionComponent = target->GetComponent<MissionComponent>();
auto* inventoryComponent = target->GetComponent<InventoryComponent>();
const auto state = missionComponent->GetMissionState(320);
if (missionID == 768 && missionState == MissionState::MISSION_STATE_AVAILABLE) {
if (missionID == 768 && missionState == eMissionState::AVAILABLE) {
if (!character->GetPlayerFlag(71)) {
// TODO: Cinematic "MissionCam"
}
} else if (missionID == 768 && missionState >= MissionState::MISSION_STATE_READY_TO_COMPLETE) {
} else if (missionID == 768 && missionState >= eMissionState::READY_TO_COMPLETE) {
//remove the inventory items
for (int item : gearSets) {
auto* id = inventoryComponent->FindItemByLot(item);
@@ -27,8 +28,8 @@ void AgPropGuard::OnMissionDialogueOK(Entity* self, Entity* target, int missionI
}
}
} else if (
(missionID == 320 && state == MissionState::MISSION_STATE_AVAILABLE) /*||
(state == MissionState::MISSION_STATE_COMPLETE && missionID == 891 && missionState == MissionState::MISSION_STATE_READY_TO_COMPLETE)*/
(missionID == 320 && state == eMissionState::AVAILABLE) /*||
(state == eMissionState::COMPLETE && missionID == 891 && missionState == eMissionState::READY_TO_COMPLETE)*/
) {
//GameMessages::SendNotifyClientObject(EntityManager::Instance()->GetZoneControlEntity()->GetObjectID(), u"GuardChat", target->GetObjectID(), 0, target->GetObjectID(), "", target->GetSystemAddress());

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@@ -4,7 +4,7 @@
class AgPropGuard final : public CppScripts::Script
{
public:
void OnMissionDialogueOK(Entity* self, Entity* target, int missionID, MissionState missionState) override;
void OnMissionDialogueOK(Entity* self, Entity* target, int missionID, eMissionState missionState) override;
private:
std::vector<int> gearSets = { 14359,14321,14353,14315 };

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@@ -3,9 +3,9 @@
#include "GameMessages.h"
#include "EntityManager.h"
#include "dZoneManager.h"
#include "MissionState.h"
#include "eMissionState.h"
void AgPropguards::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, MissionState missionState) {
void AgPropguards::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, eMissionState missionState) {
auto* character = target->GetCharacter();
if (character == nullptr)
return;
@@ -14,11 +14,11 @@ void AgPropguards::OnMissionDialogueOK(Entity* self, Entity* target, int mission
if (flag == 0)
return;
if ((missionState == MissionState::MISSION_STATE_AVAILABLE || missionState == MissionState::MISSION_STATE_ACTIVE)
if ((missionState == eMissionState::AVAILABLE || missionState == eMissionState::ACTIVE)
&& !character->GetPlayerFlag(flag)) {
// If the player just started the mission, play a cinematic highlighting the target
GameMessages::SendPlayCinematic(target->GetObjectID(), u"MissionCam", target->GetSystemAddress());
} else if (missionState == MissionState::MISSION_STATE_COMPLETE_READY_TO_COMPLETE) {
} else if (missionState == eMissionState::COMPLETE_READY_TO_COMPLETE) {
// Makes the guard disappear once the mission has been completed
const auto zoneControlID = EntityManager::Instance()->GetZoneControlEntity()->GetObjectID();
GameMessages::SendNotifyClientObject(zoneControlID, u"GuardChat", 0, 0, self->GetObjectID(),

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@@ -2,7 +2,7 @@
#include "CppScripts.h"
class AgPropguards : public CppScripts::Script {
void OnMissionDialogueOK(Entity* self, Entity* target, int missionID, MissionState missionState) override;
void OnMissionDialogueOK(Entity* self, Entity* target, int missionID, eMissionState missionState) override;
private:
static uint32_t GetFlagForMission(uint32_t missionID);
};