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- /*
- EQ2Emulator: Everquest II Server Emulator
- Copyright (C) 2007 EQ2EMulator Development Team (http://www.eq2emulator.net)
- This file is part of EQ2Emulator.
- EQ2Emulator is free software: you can redistribute it and/or modify
- it under the terms of the GNU General Public License as published by
- the Free Software Foundation, either version 3 of the License, or
- (at your option) any later version.
- EQ2Emulator is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU General Public License for more details.
- You should have received a copy of the GNU General Public License
- along with EQ2Emulator. If not, see <http://www.gnu.org/licenses/>.
- */
- #ifndef __EQ2_ITEMS__
- #define __EQ2_ITEMS__
- #include <map>
- #include <vector>
- #include "../../common/types.h"
- #include "../../common/DataBuffer.h"
- #include "../../common/MiscFunctions.h"
- #include "../Commands/Commands.h"
- #include "../../common/ConfigReader.h"
- using namespace std;
- class MasterItemList;
- class Player;
- extern MasterItemList master_item_list;
- #define EQ2_PRIMARY_SLOT 0
- #define EQ2_SECONDARY_SLOT 1
- #define EQ2_HEAD_SLOT 2
- #define EQ2_CHEST_SLOT 3
- #define EQ2_SHOULDERS_SLOT 4
- #define EQ2_FOREARMS_SLOT 5
- #define EQ2_HANDS_SLOT 6
- #define EQ2_LEGS_SLOT 7
- #define EQ2_FEET_SLOT 8
- #define EQ2_LRING_SLOT 9
- #define EQ2_RRING_SLOT 10
- #define EQ2_EARS_SLOT_1 11
- #define EQ2_EARS_SLOT_2 12
- #define EQ2_NECK_SLOT 13
- #define EQ2_LWRIST_SLOT 14
- #define EQ2_RWRIST_SLOT 15
- #define EQ2_RANGE_SLOT 16
- #define EQ2_AMMO_SLOT 17
- #define EQ2_WAIST_SLOT 18
- #define EQ2_CLOAK_SLOT 19
- #define EQ2_CHARM_SLOT_1 20
- #define EQ2_CHARM_SLOT_2 21
- #define EQ2_FOOD_SLOT 22
- #define EQ2_DRINK_SLOT 23
- #define EQ2_TEXTURES_SLOT 24
- #define EQ2_UNKNOWN_SLOT 25
- #define PRIMARY_SLOT 1
- #define SECONDARY_SLOT 2
- #define HEAD_SLOT 4
- #define CHEST_SLOT 8
- #define SHOULDERS_SLOT 16
- #define FOREARMS_SLOT 32
- #define HANDS_SLOT 64
- #define LEGS_SLOT 128
- #define FEET_SLOT 256
- #define LRING_SLOT 512
- #define RRING_SLOT 1024
- #define EARS_SLOT_1 2048
- #define EARS_SLOT_2 4096
- #define NECK_SLOT 8192
- #define LWRIST_SLOT 16384
- #define RWRIST_SLOT 32768
- #define RANGE_SLOT 65536
- #define AMMO_SLOT 131072
- #define WAIST_SLOT 262144
- #define CLOAK_SLOT 524288
- #define CHARM_SLOT_1 1048576
- #define CHARM_SLOT_2 2097152
- #define FOOD_SLOT 4194304
- #define DRINK_SLOT 8388608
- #define TEXTURES_SLOT 16777216
- #define NUM_BANK_SLOTS 12
- #define NUM_SHARED_BANK_SLOTS 8
- #define NUM_SLOTS 25
- #define NUM_INV_SLOTS 6
- #define INV_SLOT1 0
- #define INV_SLOT2 50
- #define INV_SLOT3 100
- #define INV_SLOT4 150
- #define INV_SLOT5 200
- #define INV_SLOT6 250
- #define BANK_SLOT1 1000
- #define BANK_SLOT2 1100
- #define BANK_SLOT3 1200
- #define BANK_SLOT4 1300
- #define BANK_SLOT5 1400
- #define BANK_SLOT6 1500
- #define BANK_SLOT7 1600
- #define BANK_SLOT8 1700
- #define ATTUNED 1
- #define ATTUNEABLE 2
- #define ARTIFACT 4
- #define LORE 8
- #define TEMPORARY 16
- #define NO_TRADE 32
- #define NO_VALUE 64
- #define NO_ZONE 128
- #define NO_DESTROY 256
- #define CRAFTED 512
- #define GOOD_ONLY 1024
- #define EVIL_ONLY 2048
- #define ITEM_WIELD_TYPE_DUAL 1
- #define ITEM_WIELD_TYPE_SINGLE 2
- #define ITEM_WIELD_TYPE_TWO_HAND 4
- #define ITEM_TYPE_NORMAL 0
- #define ITEM_TYPE_WEAPON 1
- #define ITEM_TYPE_RANGED 2
- #define ITEM_TYPE_ARMOR 3
- #define ITEM_TYPE_SHIELD 4
- #define ITEM_TYPE_BAG 5
- #define ITEM_TYPE_SKILL 6
- #define ITEM_TYPE_RECIPE 7
- #define ITEM_TYPE_FOOD 8
- #define ITEM_TYPE_BAUBLE 9
- #define ITEM_TYPE_HOUSE 10
- #define ITEM_TYPE_THROWN 11
- #define ITEM_TYPE_HOUSE_CONTAINER 12
- #define ITEM_TYPE_BOOK 13
- #define ITEM_TYPE_ADORNMENT 14
- #define ITEM_TYPE_PATTERN 15
- #define ITEM_TYPE_ARMORSET 16
- #define ITEM_MENU_TYPE_GENERIC 1
- #define ITEM_MENU_TYPE_EQUIP 2
- #define ITEM_MENU_TYPE_BAG 4
- #define ITEM_MENU_TYPE_HOUSE 8
- #define ITEM_MENU_TYPE_SCRIBE 32
- #define ITEM_MENU_TYPE_INVALID 128
- #define ITEM_MENU_TYPE_BROKEN 512
- #define ITEM_MENU_TYPE_ATTUNED 2048
- #define ITEM_MENU_TYPE_ATTUNEABLE 4096
- #define ITEM_MENU_TYPE_BOOK 8192
- #define ITEM_MENU_TYPE_DISPLAY_CHARGES 16384
- #define ITEM_MENU_TYPE_NAMEPET 65536
- #define ITEM_MENU_TYPE_USE 524288
- #define ITEM_MENU_TYPE_DRINK 8388608
- #define ITEM_MENU_TYPE_REDEEM 536870912
- #define ITEM_TAG_UNCOMMON 3 //tier tags
- #define ITEM_TAG_TREASURED 4
- #define ITEM_TAG_LEGENDARY 7
- #define ITEM_TAG_FABLED 9
- #define ITEM_TAG_MYTHICAL 12
- #define ITEM_BROKER_TYPE_ANY 0xFFFFFFFF
- #define ITEM_BROKER_TYPE_ADORNMENT 134217728
- #define ITEM_BROKER_TYPE_AMMO 1024
- #define ITEM_BROKER_TYPE_ATTUNEABLE 16384
- #define ITEM_BROKER_TYPE_BAG 2048
- #define ITEM_BROKER_TYPE_BAUBLE 16777216
- #define ITEM_BROKER_TYPE_BOOK 128
- #define ITEM_BROKER_TYPE_CHAINARMOR 2097152
- #define ITEM_BROKER_TYPE_CLOAK 1073741824
- #define ITEM_BROKER_TYPE_CLOTHARMOR 524288
- #define ITEM_BROKER_TYPE_COLLECTABLE 67108864
- #define ITEM_BROKER_TYPE_CRUSHWEAPON 4
- #define ITEM_BROKER_TYPE_DRINK 131072
- #define ITEM_BROKER_TYPE_FOOD 4096
- #define ITEM_BROKER_TYPE_HOUSEITEM 512
- #define ITEM_BROKER_TYPE_JEWELRY 262144
- #define ITEM_BROKER_TYPE_LEATHERARMOR 1048576
- #define ITEM_BROKER_TYPE_LORE 8192
- #define ITEM_BROKER_TYPE_MISC 1
- #define ITEM_BROKER_TYPE_PIERCEWEAPON 8
- #define ITEM_BROKER_TYPE_PLATEARMOR 4194304
- #define ITEM_BROKER_TYPE_POISON 65536
- #define ITEM_BROKER_TYPE_POTION 32768
- #define ITEM_BROKER_TYPE_RECIPEBOOK 8388608
- #define ITEM_BROKER_TYPE_SALESDISPLAY 33554432
- #define ITEM_BROKER_TYPE_SHIELD 32
- #define ITEM_BROKER_TYPE_SLASHWEAPON 2
- #define ITEM_BROKER_TYPE_SPELLSCROLL 64
- #define ITEM_BROKER_TYPE_TINKERED 268435456
- #define ITEM_BROKER_TYPE_TRADESKILL 256
- #define ITEM_BROKER_SLOT_ANY 0xFFFFFFFF
- #define ITEM_BROKER_SLOT_AMMO 65536
- #define ITEM_BROKER_SLOT_CHARM 524288
- #define ITEM_BROKER_SLOT_CHEST 32
- #define ITEM_BROKER_SLOT_CLOAK 262144
- #define ITEM_BROKER_SLOT_DRINK 2097152
- #define ITEM_BROKER_SLOT_EARS 4096
- #define ITEM_BROKER_SLOT_FEET 1024
- #define ITEM_BROKER_SLOT_FOOD 1048576
- #define ITEM_BROKER_SLOT_FOREARMS 128
- #define ITEM_BROKER_SLOT_HANDS 256
- #define ITEM_BROKER_SLOT_HEAD 16
- #define ITEM_BROKER_SLOT_LEGS 512
- #define ITEM_BROKER_SLOT_NECK 8192
- #define ITEM_BROKER_SLOT_PRIMARY 1
- #define ITEM_BROKER_SLOT_PRIMARY_2H 2
- #define ITEM_BROKER_SLOT_RANGE_WEAPON 32768
- #define ITEM_BROKER_SLOT_RING 2048
- #define ITEM_BROKER_SLOT_SECONDARY 8
- #define ITEM_BROKER_SLOT_SHOULDERS 64
- #define ITEM_BROKER_SLOT_WAIST 131072
- #define ITEM_BROKER_SLOT_WRIST 16384
- #define ITEM_BROKER_STAT_TYPE_NONE 0
- #define ITEM_BROKER_STAT_TYPE_DEF 2
- #define ITEM_BROKER_STAT_TYPE_STR 4
- #define ITEM_BROKER_STAT_TYPE_STA 8
- #define ITEM_BROKER_STAT_TYPE_AGI 16
- #define ITEM_BROKER_STAT_TYPE_WIS 32
- #define ITEM_BROKER_STAT_TYPE_INT 64
- #define ITEM_BROKER_STAT_TYPE_HEALTH 128
- #define ITEM_BROKER_STAT_TYPE_POWER 256
- #define ITEM_BROKER_STAT_TYPE_HEAT 512
- #define ITEM_BROKER_STAT_TYPE_COLD 1024
- #define ITEM_BROKER_STAT_TYPE_MAGIC 2048
- #define ITEM_BROKER_STAT_TYPE_MENTAL 4096
- #define ITEM_BROKER_STAT_TYPE_DIVINE 8192
- #define ITEM_BROKER_STAT_TYPE_POISON 16384
- #define ITEM_BROKER_STAT_TYPE_DISEASE 32768
- #define ITEM_BROKER_STAT_TYPE_CRUSH 65536
- #define ITEM_BROKER_STAT_TYPE_SLASH 131072
- #define ITEM_BROKER_STAT_TYPE_PIERCE 262144
- #define ITEM_BROKER_STAT_TYPE_CRITICAL 524288
- #define ITEM_BROKER_STAT_TYPE_DBL_ATTACK 1048576
- #define ITEM_BROKER_STAT_TYPE_ABILITY_MOD 2097152
- #define ITEM_BROKER_STAT_TYPE_POTENCY 4194304
- #define OVERFLOW_SLOT 0xFFFFFFFE
- #define SLOT_INVALID 0xFFFF
- #define ITEM_STAT_STR 0
- #define ITEM_STAT_STA 1
- #define ITEM_STAT_AGI 2
- #define ITEM_STAT_WIS 3
- #define ITEM_STAT_INT 4
- #define ITEM_STAT_ADORNING 100
- #define ITEM_STAT_AGGRESSION 101
- #define ITEM_STAT_ARTIFICING 102
- #define ITEM_STAT_ARTISTRY 103
- #define ITEM_STAT_CHEMISTRY 104
- #define ITEM_STAT_CRUSHING 105
- #define ITEM_STAT_DEFENSE 106
- #define ITEM_STAT_DEFLECTION 107
- #define ITEM_STAT_DISRUPTION 108
- #define ITEM_STAT_FISHING 109
- #define ITEM_STAT_FLETCHING 110
- #define ITEM_STAT_FOCUS 111
- #define ITEM_STAT_FORESTING 112
- #define ITEM_STAT_GATHERING 113
- #define ITEM_STAT_METAL_SHAPING 114
- #define ITEM_STAT_METALWORKING 115
- #define ITEM_STAT_MINING 116
- #define ITEM_STAT_MINISTRATION 117
- #define ITEM_STAT_ORDINATION 118
- #define ITEM_STAT_PARRY 119
- #define ITEM_STAT_PIERCING 120
- #define ITEM_STAT_RANGED 121
- #define ITEM_STAT_SAFE_FALL 122
- #define ITEM_STAT_SCRIBING 123
- #define ITEM_STAT_SCULPTING 124
- #define ITEM_STAT_SLASHING 125
- #define ITEM_STAT_SUBJUGATION 126
- #define ITEM_STAT_SWIMMING 127
- #define ITEM_STAT_TAILORING 128
- #define ITEM_STAT_TINKERING 129
- #define ITEM_STAT_TRANSMUTING 130
- #define ITEM_STAT_TRAPPING 131
- #define ITEM_STAT_WEAPON_SKILLS 132
- #define ITEM_STAT_VS_PHYSICAL 200
- #define ITEM_STAT_VS_ELEMENTAL 201
- #define ITEM_STAT_VS_NOXIOUS 202
- #define ITEM_STAT_VS_ARCANE 203
- //#define ITEM_STAT_VS_SLASH 200
- //#define ITEM_STAT_VS_CRUSH 201
- //#define ITEM_STAT_VS_PIERCE 202
- //#define ITEM_STAT_VS_HEAT 203
- //#define ITEM_STAT_VS_COLD 204
- //#define ITEM_STAT_VS_MAGIC 205
- //#define ITEM_STAT_VS_MENTAL 206
- //#define ITEM_STAT_VS_DIVINE 207
- //#define ITEM_STAT_VS_DISEASE 208
- //#define ITEM_STAT_VS_POISON 209
- //#define ITEM_STAT_VS_DROWNING 210
- //#define ITEM_STAT_VS_FALLING 211
- //#define ITEM_STAT_VS_PAIN 212
- //#define ITEM_STAT_VS_MELEE 213
- #define ITEM_STAT_DMG_SLASH 300
- #define ITEM_STAT_DMG_CRUSH 301
- #define ITEM_STAT_DMG_PIERCE 302
- #define ITEM_STAT_DMG_HEAT 303
- #define ITEM_STAT_DMG_COLD 304
- #define ITEM_STAT_DMG_MAGIC 305
- #define ITEM_STAT_DMG_MENTAL 306
- #define ITEM_STAT_DMG_DIVINE 307
- #define ITEM_STAT_DMG_DISEASE 308
- #define ITEM_STAT_DMG_POISON 309
- #define ITEM_STAT_DMG_DROWNING 310
- #define ITEM_STAT_DMG_FALLING 311
- #define ITEM_STAT_DMG_PAIN 312
- #define ITEM_STAT_DMG_MELEE 313
- #define ITEM_STAT_HEALTH 500
- #define ITEM_STAT_POWER 501
- #define ITEM_STAT_CONCENTRATION 502
- #define ITEM_STAT_SAVAGERY 503
- #define ITEM_STAT_HPREGEN 600
- #define ITEM_STAT_MANAREGEN 601
- #define ITEM_STAT_HPREGENPPT 602
- #define ITEM_STAT_MPREGENPPT 603
- #define ITEM_STAT_COMBATHPREGENPPT 604
- #define ITEM_STAT_COMBATMPREGENPPT 605
- #define ITEM_STAT_MAXHP 606
- #define ITEM_STAT_MAXHPPERC 607
- #define ITEM_STAT_MAXHPPERCFINAL 608
- #define ITEM_STAT_SPEED 609
- #define ITEM_STAT_SLOW 610
- #define ITEM_STAT_MOUNTSPEED 611
- #define ITEM_STAT_MOUNTAIRSPEED 612
- #define ITEM_STAT_LEAPSPEED 613
- #define ITEM_STAT_LEAPTIME 614
- #define ITEM_STAT_GLIDEEFFICIENCY 615
- #define ITEM_STAT_OFFENSIVESPEED 616
- #define ITEM_STAT_ATTACKSPEED 617
- #define ITEM_STAT_SPELLWEAPONATTACKSPEED 618
- #define ITEM_STAT_MAXMANA 619
- #define ITEM_STAT_MAXMANAPERC 620
- #define ITEM_STAT_MAXATTPERC 621
- #define ITEM_STAT_BLURVISION 622
- #define ITEM_STAT_MAGICLEVELIMMUNITY 623
- #define ITEM_STAT_HATEGAINMOD 624
- #define ITEM_STAT_COMBATEXPMOD 625
- #define ITEM_STAT_TRADESKILLEXPMOD 626
- #define ITEM_STAT_ACHIEVEMENTEXPMOD 627
- #define ITEM_STAT_SIZEMOD 628
- #define ITEM_STAT_DPS 629
- #define ITEM_STAT_SPELLWEAPONDPS 630
- #define ITEM_STAT_STEALTH 631
- #define ITEM_STAT_INVIS 632
- #define ITEM_STAT_SEESTEALTH 633
- #define ITEM_STAT_SEEINVIS 634
- #define ITEM_STAT_EFFECTIVELEVELMOD 635
- #define ITEM_STAT_RIPOSTECHANCE 636
- #define ITEM_STAT_PARRYCHANCE 637
- #define ITEM_STAT_DODGECHANCE 638
- #define ITEM_STAT_AEAUTOATTACKCHANCE 639
- #define ITEM_STAT_SPELLWEAPONAEAUTOATTACKCHANCE 640
- #define ITEM_STAT_DOUBLEATTACKCHANCE 641
- #define ITEM_STAT_PVPDOUBLEATTACKCHANCE 642
- #define ITEM_STAT_SPELLWEAPONAEAUTOATTACKCHANCE 643
- #define ITEM_STAT_PVPSPELLWEAPONDOUBLEATTACKCHANCE 644
- #define ITEM_STAT_SPELLDOUBLEATTACKCHANCE 645
- #define ITEM_STAT_PVPSPELLDOUBLEATTACKCHANCE 646
- #define ITEM_STAT_FLURRY 647
- #define ITEM_STAT_SPELLWEAPONFLURRY 648
- #define ITEM_STAT_MELEEDAMAGEMULTIPLIER 649
- #define ITEM_STAT_EXTRAHARVESTCHANCE 650
- #define ITEM_STAT_EXTRASHIELDBLOCKCHANCE 651
- #define ITEM_STAT_ITEMHPREGENPPT 652
- #define ITEM_STAT_ITEMPPREGENPPT 653
- #define ITEM_STAT_MELEECRITCHANCE 654
- #define ITEM_STAT_CRITAVOIDANCE 655
- #define ITEM_STAT_BENEFICIALCRITCHANCE 656
- #define ITEM_STAT_CRITBONUS 657
- #define ITEM_STAT_PVPCRITBONUS 658
- #define ITEM_STAT_BASEMODIFIER 659
- #define ITEM_STAT_PVPBASEMODIFIER 660
- #define ITEM_STAT_UNCONSCIOUSHPMOD 661
- #define ITEM_STAT_SPELLTIMEREUSEPCT 662
- #define ITEM_STAT_SPELLTIMERECOVERYPCT 663
- #define ITEM_STAT_SPELLTIMECASTPCT 664
- #define ITEM_STAT_SPELLTIMEREUSESPELLONLY 665
- #define ITEM_STAT_MELEEWEAPONRANGE 666
- #define ITEM_STAT_RANGEDWEAPONRANGE 667
- #define ITEM_STAT_FALLINGDAMAGEREDUCTION 668
- #define ITEM_STAT_RIPOSTEDAMAGE 669
- #define ITEM_STAT_MINIMUMDEFLECTIONCHANCE 670
- #define ITEM_STAT_MOVEMENTWEAVE 671
- #define ITEM_STAT_COMBATHPREGEN 672
- #define ITEM_STAT_COMBATMANAREGEN 673
- #define ITEM_STAT_CONTESTSPEEDBOOST 674
- #define ITEM_STAT_TRACKINGAVOIDANCE 675
- #define ITEM_STAT_STEALTHINVISSPEEDMOD 676
- #define ITEM_STAT_LOOT_COIN 677
- #define ITEM_STAT_ARMORMITIGATIONINCREASE 678
- #define ITEM_STAT_AMMOCONSERVATION 679
- #define ITEM_STAT_STRIKETHROUGH 680
- #define ITEM_STAT_STATUSBONUS 681
- #define ITEM_STAT_ACCURACY 682
- #define ITEM_STAT_COUNTERSTRIKE 683
- #define ITEM_STAT_SHIELDBASH 684
- #define ITEM_STAT_WEAPONDAMAGEBONUS 685
- #define ITEM_STAT_WEAPONDAMAGEBONUSMELEEONLY 686
- #define ITEM_STAT_ADDITIONALRIPOSTECHANCE 687
- #define ITEM_STAT_CRITICALMITIGATION 688
- #define ITEM_STAT_PVPTOUGHNESS 689
- #define ITEM_STAT_PVPLETHALITY 690
- #define ITEM_STAT_STAMINABONUS 691
- #define ITEM_STAT_WISDOMMITBONUS 692
- #define ITEM_STAT_HEALRECEIVE 693
- #define ITEM_STAT_HEALRECEIVEPERC 694
- #define ITEM_STAT_PVPCRITICALMITIGATION 695
- #define ITEM_STAT_BASEAVOIDANCEBONUS 696
- #define ITEM_STAT_INCOMBATSAVAGERYREGEN 697
- #define ITEM_STAT_OUTOFCOMBATSAVAGERYREGEN 698
- #define ITEM_STAT_SAVAGERYREGEN 699
- #define ITEM_STAT_SAVAGERYGAINMOD 6100
- #define ITEM_STAT_MAXSAVAGERYLEVEL 6101
- #define ITEM_STAT_SPELL_DAMAGE 700
- #define ITEM_STAT_HEAL_AMOUNT 701
- #define ITEM_STAT_SPELL_AND_HEAL 702
- #define ITEM_STAT_COMBAT_ART_DAMAGE 703
- #define ITEM_STAT_SPELL_AND_COMBAT_ART_DAMAGE 704
- #define ITEM_STAT_TAUNT_AMOUNT 705
- #define ITEM_STAT_TAUNT_AND_COMBAT_ART_DAMAGE 706
- #define ITEM_STAT_ABILITY_MODIFIER 707
- #pragma pack(1)
- struct ItemStatsValues{
- sint16 str;
- sint16 sta;
- sint16 agi;
- sint16 wis;
- sint16 int_;
- sint16 vs_slash;
- sint16 vs_crush;
- sint16 vs_pierce;
- sint16 vs_heat;
- sint16 vs_cold;
- sint16 vs_magic;
- sint16 vs_mental;
- sint16 vs_divine;
- sint16 vs_disease;
- sint16 vs_poison;
- sint16 health;
- sint16 power;
- sint8 concentration;
- };
- struct ItemCore{
- int32 item_id;
- sint32 soe_id;
- int32 bag_id;
- sint32 inv_slot_id;
- sint16 slot_id;
- int8 index;
- int16 icon;
- int16 count;
- int8 tier;
- int8 num_slots;
- int32 unique_id;
- int8 num_free_slots;
- int16 recommended_level;
- };
- #pragma pack()
- struct ItemStat{
- string stat_name;
- int8 stat_type;
- sint16 stat_subtype;
- int16 stat_type_combined;
- float value;
- };
- struct ItemLevelOverride{
- int8 adventure_class;
- int8 tradeskill_class;
- int16 level;
- };
- struct ItemClass{
- int8 adventure_class;
- int8 tradeskill_class;
- int16 level;
- };
- struct ItemAppearance{
- int16 type;
- int8 red;
- int8 green;
- int8 blue;
- int8 highlight_red;
- int8 highlight_green;
- int8 highlight_blue;
- };
- class PlayerItemList;
- class Item{
- public:
- #pragma pack(1)
- struct ItemStatString{
- EQ2_8BitString stat_string;
- };
- struct Generic_Info{
- int8 show_name;
- int8 creator_flag;
- int16 item_flags;
- int8 condition;
- int32 weight; // num/10
- int32 skill_req1;
- int32 skill_req2;
- int16 skill_min;
- int8 item_type; //0=normal, 1=weapon, 2=range, 3=armor, 4=shield, 5=container, 6=spell scroll, 7=recipe book, 8=food/drink, 9=bauble, 10=house item, 11=ammo, 12=house container
- int16 appearance_id;
- int8 appearance_red;
- int8 appearance_green;
- int8 appearance_blue;
- int8 appearance_highlight_red;
- int8 appearance_highlight_green;
- int8 appearance_highlight_blue;
- int8 collectable;
- int32 offers_quest_id;
- int32 part_of_quest_id;
- int16 max_charges;
- int8 display_charges;
- int64 adventure_classes;
- int64 tradeskill_classes;
- int16 adventure_default_level;
- int16 tradeskill_default_level;
- int8 usable;
- };
- struct Armor_Info {
- int16 mitigation_low;
- int16 mitigation_high;
- };
- struct Weapon_Info {
- int16 wield_type;
- int16 damage_low1;
- int16 damage_high1;
- int16 damage_low2;
- int16 damage_high2;
- int16 damage_low3;
- int16 damage_high3;
- int16 delay;
- float rating;
- };
- struct Shield_Info {
- Armor_Info armor_info;
- };
- struct Ranged_Info {
- Weapon_Info weapon_info;
- int16 range_low;
- int16 range_high;
- };
- struct Bag_Info {
- int8 num_slots;
- int16 weight_reduction;
- };
- struct Food_Info{
- int8 type; //0=water, 1=food
- int8 level;
- float duration;
- int8 satiation;
- };
- struct Bauble_Info{
- int16 cast;
- int16 recovery;
- int32 duration;
- float recast;
- int8 display_slot_optional;
- int8 display_cast_time;
- int8 display_bauble_type;
- float effect_radius;
- int32 max_aoe_targets;
- int8 display_until_cancelled;
- };
- struct Book_Info{
- int8 language;
- EQ2_16BitString author;
- EQ2_16BitString title;
- };
- struct Skill_Info{
- int32 spell_id;
- int32 spell_tier;
- };
- struct House_Info{
- int32 status_rent_reduction;
- };
- struct HouseContainer_Info{
- int16 disallowed_types;
- int16 allowed_types;
- int8 num_slots;
- };
- struct RecipeBook_Info{
- vector<string> recipes;
- int8 uses;
- };
- struct Thrown_Info{
- sint32 range;
- sint32 damage_modifier;
- float hit_bonus;
- int32 damage_type;
- };
- struct ItemEffect{
- EQ2_16BitString effect;
- int8 percentage;
- int8 subbulletflag;
- };
- #pragma pack()
- Item();
- Item(Item* in_item);
- ~Item();
- string lowername;
- string name;
- string description;
- int8 stack_count;
- int32 sell_price;
- int32 max_sell_value;
- bool save_needed;
- int8 weapon_type;
- string adornment;
- string creator;
- vector<ItemStat*> item_stats;
- vector<ItemStatString*> item_string_stats;
- vector<ItemLevelOverride*> item_level_overrides;
- vector<ItemEffect*> item_effects;
- Generic_Info generic_info;
- Weapon_Info* weapon_info;
- Ranged_Info* ranged_info;
- Armor_Info* armor_info;
- Bag_Info* bag_info;
- Food_Info* food_info;
- Bauble_Info* bauble_info;
- Book_Info* book_info;
- Skill_Info* skill_info;
- RecipeBook_Info* recipebook_info;
- Thrown_Info* thrown_info;
- vector<int8> slot_data;
- ItemCore details;
- int32 spell_id;
- int8 spell_tier;
- string item_script;
- void AddEffect(string effect, int8 percentage, int8 subbulletflag);
- int32 GetMaxSellValue();
- void SetMaxSellValue(int32 val);
- void SetItem(Item* old_item);
- int16 GetOverrideLevel(int8 adventure_class, int8 tradeskill_class);
- void AddLevelOverride(int8 adventure_class, int8 tradeskill_class, int16 level);
- void AddLevelOverride(ItemLevelOverride* class_);
- bool CheckClassLevel(int8 adventure_class, int8 tradeskill_class, int16 level);
- bool CheckClass(int8 adventure_class, int8 tradeskill_class);
- bool CheckLevel(int8 adventure_class, int8 tradeskill_class, int16 level);
- void SetAppearance(int16 type, int8 red, int8 green, int8 blue, int8 highlight_red, int8 highlight_green, int8 highlight_blue);
- void SetAppearance(ItemAppearance* appearance);
- void AddStat(ItemStat* in_stat);
- void AddStatString(ItemStatString* in_stat);
- void AddStat(int8 type, int16 subtype, float value, char* name = 0);
- void SetWeaponType(int8 type);
- int8 GetWeaponType();
- bool HasSlot(int8 slot, int8 slot2 = 255);
- bool IsNormal();
- bool IsWeapon();
- bool IsArmor();
- bool IsRanged();
- bool IsBag();
- bool IsFood();
- bool IsBauble();
- bool IsSkill();
- bool IsHouseItem();
- bool IsHouseContainer();
- bool IsShield();
- bool IsAdornment();
- bool IsAmmo();
- bool IsBook();
- bool IsChainArmor();
- bool IsClothArmor();
- bool IsCollectable();
- bool IsCloak();
- bool IsCrushWeapon();
- bool IsFoodFood();
- bool IsFoodDrink();
- bool IsJewelry();
- bool IsLeatherArmor();
- bool IsMisc();
- bool IsPierceWeapon();
- bool IsPlateArmor();
- bool IsPoison();
- bool IsPotion();
- bool IsRecipeBook();
- bool IsSalesDisplay();
- bool IsSlashWeapon();
- bool IsSpellScroll();
- bool IsTinkered();
- bool IsTradeskill();
- bool IsThrown();
- void SetItemScript(string name);
- const char* GetItemScript();
- int32 CalculateRepairCost();
- void SetItemType(int8 in_type);
- void serialize(PacketStruct* packet, bool show_name = false, Player* player = 0, int16 packet_type = 0, int8 subtype = 0, bool loot_item = false);
- EQ2Packet* serialize(int16 version, bool show_name = false, Player* player = 0, bool include_twice = true, int16 packet_type = 0, int8 subtype = 0, bool merchant_item = false, bool loot_item = false);
- PacketStruct* PrepareItem(int16 version, bool merchant_item = false, bool loot_item = false);
- bool CheckFlag(int32 flag);
- void AddSlot(int8 slot_id);
- void SetSlots(int32 slots);
- bool needs_deletion;
- };
- class MasterItemList{
- public:
- ~MasterItemList();
- map<int32,Item*> items;
- Item* GetItem(int32 id);
- Item* GetItemByName(const char *name);
- ItemStatsValues* CalculateItemBonuses(int32 item_id);
- ItemStatsValues* CalculateItemBonuses(Item* desc, ItemStatsValues* values = 0);
- vector<Item*>* GetItems(string name, int32 itype, int32 ltype, int32 btype, int64 minprice, int64 maxprice, int8 minskill, int8 maxskill, string seller, string adornment, int8 mintier, int8 maxtier, int16 minlevel, int16 maxlevel, sint8 itemclass);
- vector<Item*>* GetItems(map<string, string> criteria);
- void AddItem(Item* item);
- bool IsBag(int32 item_id);
- void RemoveAll();
- static int32 NextUniqueID();
- static void ResetUniqueID(int32 new_id);
- static int32 next_unique_id;
- };
- class PlayerItemList {
- public:
- PlayerItemList();
- ~PlayerItemList();
- // int16 number;
- map<int32, Item*> indexed_items;
- map<sint32, map<int16, Item*> > items;
- // map< int8, Item* > inv_items;
- // map< int8, Item* > bank_items;
- bool SharedBankAddAllowed(Item* item);
- vector<Item*>* GetItemsFromBagID(sint32 bag_id);
- vector<Item*>* GetItemsInBag(Item* bag);
- Item* GetBag(int8 inventory_slot, bool lock = true);
- bool HasItem(int32 id, bool include_bank = false);
- Item* GetItemFromIndex(int32 index);
- void MoveItem(Item* item, sint32 inv_slot, int16 slot, bool erase_old = true);
- bool MoveItem(sint32 to_bag_id, int16 from_index, sint8 to, int8 charges);
- Item* GetItemFromUniqueID(int32 item_id, bool include_bank = false, bool lock = true);
- Item* GetItemFromID(int32 item_id, int8 count = 0, bool include_bank = false, bool lock = true);
- bool AssignItemToFreeSlot(Item* item);
- int16 GetNumberOfFreeSlots();
- int16 GetNumberOfItems();
- bool HasFreeSlot();
- bool HasFreeBagSlot();
- void DestroyItem(int16 index);
- Item* CanStack(Item* item, bool include_bank = false);
-
- void RemoveItem(Item* item, bool delete_item = false);
- void AddItem(Item* item);
- Item* GetItem(sint32 bag_slot, int16 slot);
-
- EQ2Packet* serialize(Player* player, int16 version);
- uchar* xor_packet;
- uchar* orig_packet;
- map<int32, Item*>* GetAllItems();
- bool HasFreeBankSlot();
- int8 FindFreeBankSlot();
- private:
- void Stack(Item* orig_item, Item* item);
- Mutex MPlayerItems;
- int16 packet_count;
- };
- class OverFlowItemList : public PlayerItemList {
- public:
- bool OverFlowSlotFull();
- int8 GetNextOverFlowSlot();
- bool AddItem(Item* item);
- Item* GetOverFlowItem();
- };
- class EquipmentItemList{
- public:
- EquipmentItemList();
- EquipmentItemList(const EquipmentItemList& list);
- ~EquipmentItemList();
- Item* items[NUM_SLOTS];
- vector<Item*>* GetAllEquippedItems();
- bool HasItem(int32 id);
- int8 GetNumberOfItems();
- Item* GetItemFromUniqueID(int32 item_id);
- Item* GetItemFromItemID(int32 item_id);
- void SetItem(int8 slot_id, Item* item);
- void RemoveItem(int8 slot, bool delete_item = false);
- Item* GetItem(int8 slot_id);
- bool AddItem(int8 slot, Item* item);
- bool CheckEquipSlot(Item* tmp, int8 slot);
- bool CanItemBeEquippedInSlot(Item* tmp, int8 slot);
- int8 GetFreeSlot(Item* tmp, int8 slot_id = 255);
- ItemStatsValues* CalculateEquipmentBonuses();
- EQ2Packet* serialize(int16 version);
- uchar* xor_packet;
- uchar* orig_packet;
- private:
- Mutex MEquipmentItems;
- };
- #endif
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