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authorAndrei Karas <akaras@inbox.ru>2015-01-06 16:26:35 +0300
committerAndrei Karas <akaras@inbox.ru>2015-01-06 16:26:35 +0300
commit599551a69be2872c3cf9916c7f9814af73b56203 (patch)
tree3b09933e04eb9ced5216c6f85d62bd8f092c2d4e /src/net/ea/inventoryhandler.cpp
parent51ecf500f30bb26ae1e08f3b4187386b6a9edf9b (diff)
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Move equip slots enum into separate file.
Diffstat (limited to 'src/net/ea/inventoryhandler.cpp')
-rw-r--r--src/net/ea/inventoryhandler.cpp50
1 files changed, 26 insertions, 24 deletions
diff --git a/src/net/ea/inventoryhandler.cpp b/src/net/ea/inventoryhandler.cpp
index 4d6448202..3443e6ce7 100644
--- a/src/net/ea/inventoryhandler.cpp
+++ b/src/net/ea/inventoryhandler.cpp
@@ -24,6 +24,8 @@
#include "notifymanager.h"
+#include "enums/equipslot.h"
+
#include "being/attributes.h"
#include "being/localplayer.h"
@@ -39,30 +41,30 @@
#include "debug.h"
-const Equipment::Slot EQUIP_POINTS[Equipment::EQUIP_VECTOREND] =
+const EquipSlot::Type EQUIP_POINTS[EquipSlot::VECTOREND] =
{
- Equipment::EQUIP_LEGS_SLOT, // Lower Headgear
- Equipment::EQUIP_FIGHT1_SLOT, // Weapon
- Equipment::EQUIP_GLOVES_SLOT, // Garment
- Equipment::EQUIP_RING2_SLOT, // Accessory 1
- Equipment::EQUIP_RING1_SLOT, // Armor
- Equipment::EQUIP_FIGHT2_SLOT, // Shield
- Equipment::EQUIP_FEET_SLOT, // Footgear
- Equipment::EQUIP_NECK_SLOT, // Accessory 2
- Equipment::EQUIP_HEAD_SLOT, // Upper Headgear
- Equipment::EQUIP_TORSO_SLOT, // Middle Headgear
- Equipment::EQUIP_EVOL_RING1_SLOT, // Costume Top Headgear
- Equipment::EQUIP_EVOL_RING2_SLOT, // Costume Mid Headgear
- Equipment::EQUIP_PROJECTILE_SLOT, // Costume Low Headgear
- Equipment::EQUIP_COSTUME_ROBE_SLOT, // Costume Garment/Robe
- Equipment::EQUIP_MISSING1_SLOT, // Missing slot 1
- Equipment::EQUIP_MISSING2_SLOT, // Missing slot 2
- Equipment::EQUIP_SHADOW_ARMOR_SLOT, // Shadow Armor
- Equipment::EQUIP_SHADOW_WEAPON_SLOT, // Shadow Weapon
- Equipment::EQUIP_SHADOW_SHIELD_SLOT, // Shadow Shield
- Equipment::EQUIP_SHADOW_SHOES_SLOT, // Shadow Shoes
- Equipment::EQUIP_SHADOW_ACCESSORY2_SLOT, // Shadow Accessory 2
- Equipment::EQUIP_SHADOW_ACCESSORY1_SLOT, // Shadow Accessory 1
+ EquipSlot::LEGS_SLOT, // Lower Headgear
+ EquipSlot::FIGHT1_SLOT, // Weapon
+ EquipSlot::GLOVES_SLOT, // Garment
+ EquipSlot::RING2_SLOT, // Accessory 1
+ EquipSlot::RING1_SLOT, // Armor
+ EquipSlot::FIGHT2_SLOT, // Shield
+ EquipSlot::FEET_SLOT, // Footgear
+ EquipSlot::NECK_SLOT, // Accessory 2
+ EquipSlot::HEAD_SLOT, // Upper Headgear
+ EquipSlot::TORSO_SLOT, // Middle Headgear
+ EquipSlot::EVOL_RING1_SLOT, // Costume Top Headgear
+ EquipSlot::EVOL_RING2_SLOT, // Costume Mid Headgear
+ EquipSlot::PROJECTILE_SLOT, // Costume Low Headgear
+ EquipSlot::COSTUME_ROBE_SLOT, // Costume Garment/Robe
+ EquipSlot::MISSING1_SLOT, // Missing slot 1
+ EquipSlot::MISSING2_SLOT, // Missing slot 2
+ EquipSlot::SHADOW_ARMOR_SLOT, // Shadow Armor
+ EquipSlot::SHADOW_WEAPON_SLOT, // Shadow Weapon
+ EquipSlot::SHADOW_SHIELD_SLOT, // Shadow Shield
+ EquipSlot::SHADOW_SHOES_SLOT, // Shadow Shoes
+ EquipSlot::SHADOW_ACCESSORY2_SLOT, // Shadow Accessory 2
+ EquipSlot::SHADOW_ACCESSORY1_SLOT, // Shadow Accessory 1
};
namespace Ea
@@ -143,7 +145,7 @@ size_t InventoryHandler::getSize(const int type) const
int InventoryHandler::getSlot(const int eAthenaSlot)
{
if (eAthenaSlot == 0)
- return Equipment::EQUIP_VECTOREND;
+ return EquipSlot::VECTOREND;
if (eAthenaSlot & 0x8000)
return inventoryHandler->getProjectileSlot();