/** * Equips a shield on a character. * @param charData the character data * @ if an error occurs */ private void EquipShield(IOCharacter charData) { // unequip old shield UnequipItemInSlot(charData, EquipmentGlobals.EQUIP_SLOT_SHIELD); // equip new shield charData.SetEquippedItem(EquipmentGlobals.EQUIP_SLOT_SHIELD, io.RefId); // TODO - attach new shield to mesh // EERIE_LINKEDOBJ_LinkObjectToObject(target->obj, // io->obj, "SHIELD_ATTACH", "SHIELD_ATTACH", io); int wpnID = charData.GetEquippedItem(EquipmentGlobals.EQUIP_SLOT_WEAPON); if (wpnID >= 0) { if (Interactive.Instance.HasIO(wpnID)) { BaseInteractiveObject wpn = Interactive.Instance.GetIO(wpnID); if (wpn.HasTypeFlag(EquipmentGlobals.OBJECT_TYPE_2H) || wpn.HasTypeFlag(EquipmentGlobals.OBJECT_TYPE_BOW)) { // unequip old weapon UnequipItemInSlot(charData, EquipmentGlobals.EQUIP_SLOT_WEAPON); } } } }
/// <summary> /// Equips a weapon for a character. /// </summary> /// <param name="charData">the character data</param> private void EquipWeapon(IOCharacter charData) { // UnityEngine.Debug.Log("EquipWeapon"); // unequip old weapon UnequipItemInSlot(charData, EquipmentGlobals.EQUIP_SLOT_WEAPON); // equip new weapon charData.SetEquippedItem(EquipmentGlobals.EQUIP_SLOT_WEAPON, io.RefId); // attach it to player mesh if (io.HasTypeFlag(EquipmentGlobals.OBJECT_TYPE_BOW)) { // EERIE_LINKEDOBJ_LinkObjectToObject( // target->obj, io->obj, // "WEAPON_ATTACH", "TEST", io); } else { // EERIE_LINKEDOBJ_LinkObjectToObject( // target->obj, // io->obj, // "WEAPON_ATTACH", "PRIMARY_ATTACH", io); // } if (io.HasTypeFlag(EquipmentGlobals.OBJECT_TYPE_2H) || io.HasTypeFlag(EquipmentGlobals.OBJECT_TYPE_BOW)) { // for bows or 2-handed swords, unequip old shield UnequipItemInSlot(charData, EquipmentGlobals.EQUIP_SLOT_SHIELD); } }
protected void UnequipItemInSlot(IOCharacter player, int slot) { // UnityEngine.Debug.Log("UnequipItemInSlot"); if (player.GetEquippedItem(slot) >= 0) { int slotioid = player.GetEquippedItem(slot); UnityEngine.Debug.Log("slot io " + slotioid); if (Interactive.Instance.HasIO(slotioid)) { BaseInteractiveObject equipIO = Interactive.Instance.GetIO(slotioid); if (equipIO.HasIOFlag(IoGlobals.IO_02_ITEM) && equipIO.ItemData != null) { equipIO.ItemData.UnEquip(player.GetIo(), false); } } } }
/** * Equips a ring on a character. * @param charData the character data * @ if an error occurs */ private void EquipRing(IOCharacter charData) { // check left and right finger // to see if it can be equipped bool canEquip = true; int ioid = charData.GetEquippedItem(EquipmentGlobals.EQUIP_SLOT_RING_LEFT); if (Interactive.Instance.HasIO(ioid)) { BaseInteractiveObject oldRing = Interactive.Instance.GetIO(ioid); if (oldRing.ItemData.RingType == RingType) { // already wearing that type // of ring on left finger canEquip = false; } } if (canEquip) { ioid = charData.GetEquippedItem(EquipmentGlobals.EQUIP_SLOT_RING_RIGHT); if (Interactive.Instance.HasIO(ioid)) { BaseInteractiveObject oldRing = Interactive.Instance.GetIO(ioid); if (oldRing.ItemData.RingType == RingType) { // already wearing that type // of ring on right finger canEquip = false; } } } if (canEquip) { int equipSlot = -1; if (charData.GetEquippedItem( EquipmentGlobals.EQUIP_SLOT_RING_LEFT) < 0) { equipSlot = EquipmentGlobals.EQUIP_SLOT_RING_LEFT; } if (charData.GetEquippedItem( EquipmentGlobals.EQUIP_SLOT_RING_RIGHT) < 0) { equipSlot = EquipmentGlobals.EQUIP_SLOT_RING_RIGHT; } if (equipSlot == -1) { if (!charData.GetIo().Inventory.LeftRing) { ioid = charData.GetEquippedItem(EquipmentGlobals.EQUIP_SLOT_RING_RIGHT); if (Interactive.Instance.HasIO(ioid)) { BaseInteractiveObject oldIO = Interactive.Instance.GetIO(ioid); if (oldIO.HasIOFlag(IoGlobals.IO_02_ITEM)) { UnequipItemInSlot(charData, EquipmentGlobals.EQUIP_SLOT_RING_RIGHT); } } equipSlot = EquipmentGlobals.EQUIP_SLOT_RING_RIGHT; } else { ioid = charData.GetEquippedItem(EquipmentGlobals.EQUIP_SLOT_RING_LEFT); if (Interactive.Instance.HasIO(ioid)) { BaseInteractiveObject oldIO = Interactive.Instance.GetIO(ioid); if (oldIO.HasIOFlag(IoGlobals.IO_02_ITEM)) { UnequipItemInSlot(charData, EquipmentGlobals.EQUIP_SLOT_RING_LEFT); } } equipSlot = EquipmentGlobals.EQUIP_SLOT_RING_LEFT; } charData.GetIo().Inventory.LeftRing = !charData.GetIo().Inventory.LeftRing; } charData.SetEquippedItem(equipSlot, io.RefId); } }