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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 RECIPE_H_
- #define RECIPE_H_
- #include "../../common/types.h"
- #include "../../common/Mutex.h"
- #include "../classes.h"
- #include <string.h>
- #include <map>
- class Item;
- using namespace std;
- struct RecipeComp
- {
- int32 RecipeComp;
-
- };
- struct RecipeProducts {
- int32 product_id;
- int32 byproduct_id;
- int8 product_qty;
- int8 byproduct_qty;
- };
- class Recipe {
- public:
- Recipe();
- Recipe(Recipe *in);
- virtual ~Recipe();
- EQ2Packet *SerializeRecipe(Client *client, Recipe *recipe, bool display, int8 packet_type = 0, int8 sub_packet_type = 0, const char *struct_name = 0);
- void SetID(int32 id) {this->id = id;}
- void SetBookID(int32 book_id) {this->book_id = book_id;}
- void SetName(const char *name) {strncpy(this->name, name, sizeof(this->name));}
- void SetBookName(const char *book_name) {strncpy(this->book_name, book_name, sizeof(this->book_name));}
- void SetBook(const char *book) {strncpy(this->book, book, sizeof(this->book));}
- void SetDevice(const char *device) {strncpy(this->device, device, sizeof(this->device));}
- void SetLevel(int8 level) {this->level = level;}
- void SetTier(int8 tier) {this->tier = tier;}
- void SetIcon(int16 icon) {this->icon = icon;}
- void SetSkill(int32 skill) {this->skill = skill;}
- void SetTechnique(int32 technique) {this->technique = technique;}
- void SetKnowledge(int32 knowledge) {this->knowledge = knowledge;}
- void SetClasses(int32 classes) {this->classes = classes;}
- void SetDevice_Sub_Type(int8 device_sub_type) {this->device_sub_type = device_sub_type;}
- void SetUnknown2(int32 unknown2) {this->unknown2 = unknown2;}
- void SetUnknown3(int32 unknown3) {this->unknown3 = unknown3;}
- void SetUnknown4(int32 unknown4) {this->unknown4 = unknown4;}
- void SetProductID(int32 itemID) { product_item_id = itemID; }
- void SetProductQuantity(int8 qty) { product_qty = qty; }
- void SetProductName(const char* productName) { strncpy(product_name, productName, sizeof(product_name)); }
- void SetBuildComponentTitle(const char* title) { strncpy(build1_comp_title, title, sizeof(build1_comp_title)); }
- void SetBuild2ComponentTitle(const char* title) { strncpy(build2_comp_title, title, sizeof(build2_comp_title)); }
- void SetBuild3ComponentTitle(const char* title) { strncpy(build3_comp_title, title, sizeof(build3_comp_title)); }
- void SetBuild4ComponentTitle(const char* title) { strncpy(build4_comp_title, title, sizeof(build4_comp_title)); }
- void SetFuelComponentTitle(const char* title) { strncpy(fuel_comp_title, title, sizeof(fuel_comp_title)); }
- void SetPrimaryComponentTitle(const char* title) { strncpy(primary_build_comp_title, title, sizeof(primary_build_comp_title)); }
- void SetBuild1ComponentQuantity(int8 qty) { build_comp_qty = qty; }
- void SetBuild2ComponentQuantity(int8 qty) { build2_comp_qty = qty; }
- void SetBuild3ComponentQuantity(int8 qty) { build3_comp_qty = qty; }
- void SetBuild4ComponentQuantity(int8 qty) { build4_comp_qty = qty; }
- void SetFuelComponentQuantity(int8 qty) { fuel_comp_qty = qty; }
- int32 GetID() {return id;}
- int32 GetBookID() {return book_id;}
- const char * GetName() {return name;}
- const char * GetBookName() {return book_name;}
- const char * GetBook() {return book;}
- const char * GetDevice() {return device;}
- int8 GetLevel() {return level;}
- int8 GetTier() {return tier;}
- int16 GetIcon() {return icon;}
- int32 GetSkill() {return skill;}
- int32 GetTechnique() {return technique;}
- int32 GetKnowledge() {return knowledge;}
- int32 GetClasses() {return classes;}
- //class_id = classes.GetTSBaseClass(spawn->GetTradeskillClass()) bit-match on class ids 1-13
- //secondary_class_id = classes.GetSecondaryTSBaseClass(spawn->GetTradeskillClass()) bit-match on class ids 1-13
- //tertiary_class_id = spawn->GetTradeskillClass() (direct match)
- bool CanUseRecipeByClass(Item* item, int8 class_id) {
- /* any can use bit combination of 1+2
- adornments = 1
- artisan = 2
- */
- return item->generic_info.tradeskill_classes < 4 || (1 << class_id) & item->generic_info.tradeskill_classes;
- }
- int8 GetDevice_Sub_Type() {return device_sub_type;}
- int32 GetUnknown2() {return unknown2;}
- int32 GetUnknown3() {return unknown3;}
- int32 GetUnknown4() {return unknown4;}
- int32 GetProductID() { return product_item_id; }
- const char* GetProductTitle() { return product_name; }
- int8 GetProductQuantity() { return product_qty; }
- const char* GetPrimaryBuildComponentTitle() { return primary_build_comp_title; }
- const char* GetBuild1ComponentTitle() { return build1_comp_title; }
- const char* GetBuild2ComponentTitle() { return build2_comp_title; }
- const char* GetBuild3ComponentTitle() { return build3_comp_title; }
- const char* GetBuild4ComponentTitle() { return build4_comp_title; }
- const char* GetFuelComponentTitle() { return fuel_comp_title; }
- int8 GetBuild1ComponentQuantity() { return build_comp_qty; }
- int8 GetBuild2ComponentQuantity() { return build2_comp_qty; }
- int8 GetBuild3ComponentQuantity() { return build3_comp_qty; }
- int8 GetBuild4ComponentQuantity() { return build4_comp_qty; }
- int8 GetFuelComponentQuantity() { return fuel_comp_qty; }
- ///<summary>Add a build component to this recipe</summary>
- ///<param name="itemID">Item id of the component</param>
- ///<param name="slot">Slot id for this component</param>
- void AddBuildComp(int32 itemID, int8 slot, bool preferred = 0);
- // int8 = slot, vector = itemid
- map<int8, vector<int32> > components;
- // int8 = stage, RecipeProducts = products/byproducts for this stage
- map<int8, RecipeProducts*> products;
- int8 GetHighestStage() { return highestStage; }
- void SetHighestStage(int8 val) { highestStage = val; }
- private:
- int32 id;
- int32 book_id;
- char name[256];
- char book_name[256];
- char book[256];
- char device[30];
- int8 level;
- int8 tier;
- int16 icon;
- int32 skill;
- int32 technique;
- int32 knowledge;
- int8 device_sub_type;
- int32 classes;
- int32 unknown2;
- int32 unknown3;
- int32 unknown4;
- int32 product_item_id;
- char product_name[256];
- int8 product_qty;
- char primary_build_comp_title[256];
- char build1_comp_title[256];
- char build2_comp_title[256];
- char build3_comp_title[256];
- char build4_comp_title[256];
- char fuel_comp_title[256];
- int8 build_comp_qty;
- int8 build2_comp_qty;
- int8 build3_comp_qty;
- int8 build4_comp_qty;
- int8 fuel_comp_qty;
- int8 highestStage;
-
- };
- class MasterRecipeList {
- public:
- MasterRecipeList();
- virtual ~MasterRecipeList();
- bool AddRecipe(Recipe *recipe);
- Recipe * GetRecipe(int32 recipe_id);
- void ClearRecipes();
- int32 Size();
- EQ2Packet* GetRecipePacket(int32 recipe_id, Client *client = 0, bool display = false, int8 packet_type = 0);
-
- /// <summary>Gets all the recipes for the given book name</summary>
- /// <param name="book_name">Book name to get recipes for</param>
- /// <returns>A vector of all the recipes for the given book</returns>
- vector<Recipe*> GetRecipes(const char* book_name);
-
- /// <summary>Gets a recipe with the given name</summary>
- /// <param name='name'>The name of the recipe to get</param>
- /// <returns>Recipe* whos name matches the given name</returns>
- Recipe* GetRecipeByName(const char* name);
- private:
- Mutex m_recipes;
- map<int32, Recipe *> recipes;
- };
- class MasterRecipeBookList {
- public:
- MasterRecipeBookList();
- virtual ~MasterRecipeBookList();
- bool AddRecipeBook(Recipe *recipe);
- Recipe * GetRecipeBooks(int32 recipe_id);
- void ClearRecipeBooks();
- int32 Size();
- private:
- Mutex m_recipeBooks;
- map<int32, Recipe *> recipeBooks;
- };
- class PlayerRecipeList {
- public:
- PlayerRecipeList();
- virtual ~PlayerRecipeList();
- bool AddRecipe(Recipe *recipe);
- Recipe * GetRecipe(int32 recipe_id);
- void ClearRecipes();
- int32 Size();
- map<int32, Recipe *> * GetRecipes() {return &recipes;}
- private:
- map<int32, Recipe *> recipes;
- };
- class PlayerRecipeBookList {
- public:
- PlayerRecipeBookList();
- virtual ~PlayerRecipeBookList();
- bool AddRecipeBook(Recipe *recipe);
- bool HasRecipeBook(int32 book_id);
- Recipe * GetRecipeBook(int32 recipe_id);
- void ClearRecipeBooks();
- int32 Size();
- map<int32, Recipe *> * GetRecipeBooks() {return &recipeBooks;}
- private:
- map<int32, Recipe *> recipeBooks;
- };
- #endif
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