Fix Dragon Soul inventory slots:
- No more Legendary Diamond last row overlapping with Belt slots - No more Legendary Diamond first row overlapping with Soul Equipment slots
This commit is contained in:
@@ -78,21 +78,21 @@ enum EMisc
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/**
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/**
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**** 현재까지 할당 된 아이템 영역 정리 (DB상 Item Position) ****
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Summary of allocated item slots (DB Item Positions) ****
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+------------------------------------------------------+ 0
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+------------------------------------------------------+ 0
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| 캐릭터 기본 인벤토리 (45칸 * 2페이지) 90칸 |
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| Character Basic Inventory (45 slots * 2 pages = 90) |
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+------------------------------------------------------+ 90 = INVENTORY_MAX_NUM(90)
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+------------------------------------------------------+ 90 = INVENTORY_MAX_NUM(90)
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| 캐릭터 장비 창 (착용중인 아이템) 32칸 |
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| Character Equipment Window (Equipped Items) - 32 |
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+------------------------------------------------------+ 122 = INVENTORY_MAX_NUM(90) + WEAR_MAX_NUM(32)
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+------------------------------------------------------+ 122 = INVENTORY_MAX_NUM(90) + WEAR_MAX_NUM(32)
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| 용혼석 장비 창 (착용중인 용혼석) 12칸 |
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| Dragon Soul Equipment Window (Equipped Dragon Souls) 12 |
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+------------------------------------------------------+ 134 = 122 + DS_SLOT_MAX(6) * DRAGON_SOUL_DECK_MAX_NUM(2)
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+------------------------------------------------------+ 134 = 122 + DS_SLOT_MAX(6) * DRAGON_SOUL_DECK_MAX_NUM(2)
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| 용혼석 장비 창 예약 (아직 미사용) 18칸 |
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| Reserved Dragon Soul Equipment Slots (Unused) - 18 |
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+------------------------------------------------------+ 152 = 134 + DS_SLOT_MAX(6) * DRAGON_SOUL_DECK_RESERVED_MAX_NUM(3)
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+------------------------------------------------------+ 152 = 134 + DS_SLOT_MAX(6) * DRAGON_SOUL_DECK_RESERVED_MAX_NUM(3)
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| 벨트 인벤토리 (벨트 착용시에만 벨트 레벨에 따라 활성)|
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| Belt Inventory (Activated depending on belt level) |
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+------------------------------------------------------+ 168 = 152 + BELT_INVENTORY_SLOT_COUNT(16) = INVENTORY_AND_EQUIP_CELL_MAX
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+------------------------------------------------------+ 168 = 152 + BELT_INVENTORY_SLOT_COUNT(16) = INVENTORY_AND_EQUIP_CELL_MAX
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| 미사용 |
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| Unused |
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+------------------------------------------------------+ ??
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+------------------------------------------------------+ ??
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*/
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**/
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};
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};
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enum EWearPositions
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enum EWearPositions
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@@ -133,7 +133,7 @@ enum EDragonSoulDeckType
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DRAGON_SOUL_DECK_1,
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DRAGON_SOUL_DECK_1,
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DRAGON_SOUL_DECK_MAX_NUM = 2,
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DRAGON_SOUL_DECK_MAX_NUM = 2,
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DRAGON_SOUL_DECK_RESERVED_MAX_NUM = 3, // NOTE: 중요! 아직 사용중이진 않지만, 3페이지 분량을 예약 해 둠. DS DECK을 늘릴 경우 반드시 그 수만큼 RESERVED에서 차감해야 함!
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DRAGON_SOUL_DECK_RESERVED_MAX_NUM = 3, // NOTE: Important! Not used yet, but 3 pages are reserved. If DS DECK count is increased, make sure to reduce the same amount from RESERVED!
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};
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};
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enum ESex
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enum ESex
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@@ -658,10 +658,10 @@ enum SPECIAL_EFFECT
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#include "item_length.h"
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#include "item_length.h"
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// inventory의 position을 나타내는 구조체
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// Structure representing the position in inventory.
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// int와의 암시적 형변환이 있는 이유는,
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// The reason for implicit conversion with int is because
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// 인벤 관련된 모든 함수가 window_type은 받지 않고, cell 하나만 받았기 때문에,(기존에는 인벤이 하나 뿐이어서 inventory type이란게 필요없었기 때문에,)
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// all inventory-related functions used to take only the cell, not the window_type (since originally there was only one inventory, so the concept of inventory type wasn't necessary).
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// 인벤 관련 모든 함수 호출부분을 수정하는 것이 난감하기 떄문이다.
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// Modifying all calls to inventory-related functions would be burdensome for this reason.
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enum EDragonSoulRefineWindowSize
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enum EDragonSoulRefineWindowSize
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{
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{
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@@ -730,18 +730,26 @@ typedef struct SItemPos
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bool IsEquipPosition() const
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bool IsEquipPosition() const
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{
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{
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return ((INVENTORY == window_type || EQUIPMENT == window_type) && cell >= INVENTORY_MAX_NUM && cell < INVENTORY_MAX_NUM + WEAR_MAX_NUM)
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bool isNormalEquip = ((INVENTORY == window_type || EQUIPMENT == window_type) && cell >= INVENTORY_MAX_NUM && cell < INVENTORY_MAX_NUM + WEAR_MAX_NUM);
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|| IsDragonSoulEquipPosition();
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bool isDSEquip = IsDragonSoulEquipPosition();
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return isNormalEquip || isDSEquip;
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}
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}
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bool IsDragonSoulEquipPosition() const
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bool IsDragonSoulEquipPosition() const
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{
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{
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return (DRAGON_SOUL_EQUIP_SLOT_START <= cell) && (DRAGON_SOUL_EQUIP_SLOT_END > cell);
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if (window_type == INVENTORY || window_type == EQUIPMENT)
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{
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return (DRAGON_SOUL_EQUIP_SLOT_START <= cell) && (DRAGON_SOUL_EQUIP_SLOT_END > cell);
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}
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return false;
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}
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}
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bool IsBeltInventoryPosition() const
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bool IsBeltInventoryPosition() const
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{
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{
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return (BELT_INVENTORY_SLOT_START <= cell) && (BELT_INVENTORY_SLOT_END > cell);
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if (window_type == INVENTORY || window_type == EQUIPMENT || window_type == BELT_INVENTORY)
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{
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return (BELT_INVENTORY_SLOT_START <= cell) && (BELT_INVENTORY_SLOT_END > cell);
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}
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return false;
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}
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}
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bool IsDefaultInventoryPosition() const
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bool IsDefaultInventoryPosition() const
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