| Commit message (Collapse) | Author | Age | Files | Lines |
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Same thing, but shorter.
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Made the server handle only one slot type requirement since
it's irrelevant to have more anyway.
Plus, it simplifies the code for both equipping/unequipping.
I also added a dagger to show how equipping/unequipping
is working.
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I made the system handle the fact that equipment item
are completely unlinked to the inventory items.
Equip items now have a unique itemInstance number permitting
to equip the same item type multiple time when the slot capacity
is wide enough to do so.
I also prepared the functions to welcome in the near tests against
scripted equipment.
The equip process is known to be working server-side but the unequip
process has yet to be reviewed, even if implemented.
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now, the equipment slots are independant from the inventory slots
according to the inventory and equipment data.
This will permit to avoid checking the equipment each time
one touches the inventory and vice versa, and make the former
delayed mode useless.
Also, note that equipped items will be removed from inventory
and readded once unequipped.
The design will permit the following, even if not implemented yet:
- To make equipment items stackable again, if wanted.
- Have more than one item with the same id equipped on different
slots using the itemInstance field.
Note: I didn't add the database structure updates yet, to see
whether other changes may later go along with those.
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This doesn't change anything yet.
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Reviewed-by: Bertram
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Also added an header to the autoattack.{h,cpp} files.
Big but trivial fix.
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