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Use enum InventoryResult as return type for few functions.
This commit is contained in:
parent
23a861e4a6
commit
730a907252
18 changed files with 184 additions and 185 deletions
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@ -1737,7 +1737,7 @@ void Guild::RemoveItem(uint8 tab, uint8 slot )
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GetId(), uint32(tab), uint32(slot));
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}
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uint8 Guild::_CanStoreItem_InSpecificSlot( uint8 tab, uint8 slot, GuildItemPosCountVec &dest, uint32& count, bool swap, Item* pSrcItem ) const
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InventoryResult Guild::_CanStoreItem_InSpecificSlot( uint8 tab, uint8 slot, GuildItemPosCountVec &dest, uint32& count, bool swap, Item* pSrcItem ) const
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{
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Item* pItem2 = m_TabListMap[tab]->Slots[slot];
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@ -1780,7 +1780,7 @@ uint8 Guild::_CanStoreItem_InSpecificSlot( uint8 tab, uint8 slot, GuildItemPosCo
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return EQUIP_ERR_OK;
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}
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uint8 Guild::_CanStoreItem_InTab( uint8 tab, GuildItemPosCountVec &dest, uint32& count, bool merge, Item* pSrcItem, uint8 skip_slot ) const
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InventoryResult Guild::_CanStoreItem_InTab( uint8 tab, GuildItemPosCountVec &dest, uint32& count, bool merge, Item* pSrcItem, uint8 skip_slot ) const
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{
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for (uint32 j = 0; j < GUILD_BANK_MAX_SLOTS; ++j)
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{
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@ -1837,7 +1837,7 @@ uint8 Guild::_CanStoreItem_InTab( uint8 tab, GuildItemPosCountVec &dest, uint32&
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return EQUIP_ERR_OK;
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}
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uint8 Guild::CanStoreItem( uint8 tab, uint8 slot, GuildItemPosCountVec &dest, uint32 count, Item *pItem, bool swap ) const
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InventoryResult Guild::CanStoreItem( uint8 tab, uint8 slot, GuildItemPosCountVec &dest, uint32 count, Item *pItem, bool swap ) const
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{
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DEBUG_LOG( "GUILD STORAGE: CanStoreItem tab = %u, slot = %u, item = %u, count = %u", tab, slot, pItem->GetEntry(), count);
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@ -1850,7 +1850,7 @@ uint8 Guild::CanStoreItem( uint8 tab, uint8 slot, GuildItemPosCountVec &dest, ui
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// in specific slot
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if (slot != NULL_SLOT)
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{
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uint8 res = _CanStoreItem_InSpecificSlot(tab,slot,dest,count,swap,pItem);
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InventoryResult res = _CanStoreItem_InSpecificSlot(tab,slot,dest,count,swap,pItem);
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if (res != EQUIP_ERR_OK)
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return res;
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@ -1863,7 +1863,7 @@ uint8 Guild::CanStoreItem( uint8 tab, uint8 slot, GuildItemPosCountVec &dest, ui
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// search stack in tab for merge to
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if (pItem->GetMaxStackCount() > 1)
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{
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uint8 res = _CanStoreItem_InTab(tab, dest, count, true, pItem, slot);
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InventoryResult res = _CanStoreItem_InTab(tab, dest, count, true, pItem, slot);
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if (res != EQUIP_ERR_OK)
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return res;
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@ -1872,7 +1872,7 @@ uint8 Guild::CanStoreItem( uint8 tab, uint8 slot, GuildItemPosCountVec &dest, ui
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}
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// search free slot in bag for place to
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uint8 res = _CanStoreItem_InTab(tab, dest, count, false, pItem, slot);
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InventoryResult res = _CanStoreItem_InTab(tab, dest, count, false, pItem, slot);
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if (res != EQUIP_ERR_OK)
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return res;
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@ -1950,7 +1950,7 @@ void Guild::SwapItems(Player * pl, uint8 BankTab, uint8 BankTabSlot, uint8 BankT
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if (SplitedAmount)
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{ // Bank -> Bank item split (in empty or non empty slot
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GuildItemPosCountVec dest;
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uint8 msg = CanStoreItem(BankTabDst, BankTabSlotDst, dest, SplitedAmount, pItemSrc, false);
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InventoryResult msg = CanStoreItem(BankTabDst, BankTabSlotDst, dest, SplitedAmount, pItemSrc, false);
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if (msg != EQUIP_ERR_OK)
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{
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pl->SendEquipError( msg, pItemSrc, NULL );
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@ -1977,7 +1977,7 @@ void Guild::SwapItems(Player * pl, uint8 BankTab, uint8 BankTabSlot, uint8 BankT
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else // non split
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{
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GuildItemPosCountVec gDest;
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uint8 msg = CanStoreItem(BankTabDst,BankTabSlotDst,gDest,pItemSrc->GetCount(), pItemSrc, false);
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InventoryResult msg = CanStoreItem(BankTabDst,BankTabSlotDst,gDest,pItemSrc->GetCount(), pItemSrc, false);
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if (msg == EQUIP_ERR_OK) // merge to
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{
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CharacterDatabase.BeginTransaction();
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@ -2057,7 +2057,7 @@ void Guild::MoveFromBankToChar( Player * pl, uint8 BankTab, uint8 BankTabSlot, u
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}
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ItemPosCountVec dest;
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uint8 msg = pl->CanStoreItem(PlayerBag, PlayerSlot, dest, pNewItem, false);
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InventoryResult msg = pl->CanStoreItem(PlayerBag, PlayerSlot, dest, pNewItem, false);
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if (msg != EQUIP_ERR_OK)
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{
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pl->SendEquipError( msg, pNewItem, NULL );
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@ -2088,7 +2088,7 @@ void Guild::MoveFromBankToChar( Player * pl, uint8 BankTab, uint8 BankTabSlot, u
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else // Bank -> Char swap with slot (move)
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{
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ItemPosCountVec dest;
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uint8 msg = pl->CanStoreItem(PlayerBag, PlayerSlot, dest, pItemBank, false);
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InventoryResult msg = pl->CanStoreItem(PlayerBag, PlayerSlot, dest, pItemBank, false);
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if (msg == EQUIP_ERR_OK) // merge case
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{
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// check source pos rights (item moved to inventory)
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@ -2208,7 +2208,7 @@ void Guild::MoveFromCharToBank( Player * pl, uint8 PlayerBag, uint8 PlayerSlot,
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if (SplitedAmount)
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{ // Char -> Bank split to empty or non-empty slot (partly move)
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GuildItemPosCountVec dest;
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uint8 msg = CanStoreItem(BankTab, BankTabSlot, dest, SplitedAmount, pItemChar, false);
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InventoryResult msg = CanStoreItem(BankTab, BankTabSlot, dest, SplitedAmount, pItemChar, false);
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if (msg != EQUIP_ERR_OK)
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{
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pl->SendEquipError( msg, pItemChar, NULL );
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@ -2245,7 +2245,7 @@ void Guild::MoveFromCharToBank( Player * pl, uint8 PlayerBag, uint8 PlayerSlot,
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else // Char -> Bank swap with empty or non-empty (move)
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{
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GuildItemPosCountVec dest;
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uint8 msg = CanStoreItem(BankTab, BankTabSlot, dest, pItemChar->GetCount(), pItemChar, false);
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InventoryResult msg = CanStoreItem(BankTab, BankTabSlot, dest, pItemChar->GetCount(), pItemChar, false);
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if (msg == EQUIP_ERR_OK) // merge
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{
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// logging item move to bank
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