mirror of
https://github.com/emagi/eq2emu
synced 2026-08-12 18:23:04 -04:00
6.5 KiB
6.5 KiB
File: Items.h
Classes
MasterItemListPlayerEntityItemStatsValuesItemCoreItemStatItemSetClassificationsItemLevelOverrideItemClassItemAppearanceQuestRewardDataPlayerItemListItemItemStatStringGeneric_InfoArmor_InfoAdornment_InfoWeapon_InfoShield_InfoRanged_InfoBag_InfoFood_InfoBauble_InfoBook_InfoBook_Info_PagesSkill_InfoHouseItem_InfoHouseContainer_InfoRecipeBook_InfoItemSet_InfoThrown_InfoItemEffectBookPageMasterItemListPlayerItemListEquipmentItemList
Functions
void AddEffect(string effect, int8 percentage, int8 subbulletflag);void AddBookPage(int8 page, string page_text,int8 valign, int8 halign);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 CheckArchetypeAdvClass(int8 adventure_class, map<int8, int16>* adv_class_levels = 0);bool CheckArchetypeAdvSubclass(int8 adventure_class, map<int8, int16>* adv_class_levels = 0);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);bool HasStat(uint32 statID, std::string statName = std::string(""));void DeleteItemSets();void AddSet(ItemSet* in_set);void AddStatString(ItemStatString* in_stat);void AddStat(int8 type, int16 subtype, float value, int8 level, char* name = 0);void AddSet(int32 item_id, int32 item_crc, int16 item_icon, int32 item_stack_size, int32 item_list_color, std::string name, int8 language);void SetWeaponType(int8 type);int8 GetWeaponType();bool HasSlot(int8 slot, int8 slot2 = 255);bool HasAdorn0();bool HasAdorn1();bool HasAdorn2();bool IsNormal();bool IsWeapon();bool IsArmor();bool IsDualWieldAble(Client* client, Item* item, int8 slot = -1);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();bool IsHarvest();bool IsBodyDrop();void SetItemScript(string name);int32 CalculateRepairCost();string CreateItemLink(int16 client_Version, bool bUseUniqueID=false);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, bool inspect = false);bool CheckFlag(int32 flag);bool CheckFlag2(int32 flag);void AddSlot(int8 slot_id);void SetSlots(int32 slots);int16 GetIcon(int16 version);void AddItem(Item* item);bool IsBag(int32 item_id);void RemoveAll();int32 GetItemStatIDByName(std::string name);std::string GetItemStatNameByID(int32 id);void AddMappedItemStat(int32 id, std::string lower_case_name);void AddBrokerItemMapRange(int32 min_version, int32 max_version, int64 client_bitmask, int64 server_bitmask);int32 SetMaxItemIndex();bool SharedBankAddAllowed(Item* item);bool HasItem(int32 id, bool include_bank = false);void MoveItem(Item* item, sint32 inv_slot, int16 slot, int8 appearance_type, bool erase_old); // erase old was truebool MoveItem(sint32 to_bag_id, int16 from_index, sint8 to, int8 appearance_type, int8 charges);void EraseItem(Item* item);sint32 GetAllStackCountItemFromID(int32 item_id, int8 count = 0, bool include_bank = false, bool lock = true);bool AssignItemToFreeSlot(Item* item);int16 GetNumberOfFreeSlots();int16 GetNumberOfItems();int32 GetWeight();bool HasFreeSlot();bool HasFreeBagSlot();void DestroyItem(int16 index);void RemoveItem(Item* item, bool delete_item = false);bool AddItem(Item* item);bool HasFreeBankSlot();int8 FindFreeBankSlot();bool GetFirstFreeSlot(sint32* bag_id, sint16* slot);bool GetFirstFreeBankSlot(sint32* bag_id, sint16* slot);bool AddOverflowItem(Item* item);void RemoveOverflowItem(Item* item);void ResetPackets();int32 CheckSlotConflict(Item* tmp, bool check_lore_only = false, bool lock_mutex = true, int16* lore_stack_count = 0);int32 GetItemCountInBag(Item* bag);int16 GetFirstNewItem();int16 GetNewItemByIndex(int16 in_index);void AddItemToPacket(PacketStruct* packet, Player* player, Item* item, int16 i, bool overflow = false, int16 new_index = 0);void Stack(Item* orig_item, Item* item);void ResetPackets();bool HasItem(int32 id);int8 GetNumberOfItems();int32 GetWeight();void SetItem(int8 slot_id, Item* item, bool locked = false);void RemoveItem(int8 slot, bool delete_item = false);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, int16 version = 0);int32 CheckSlotConflict(Item* tmp, bool check_lore_only = false, int16* lore_stack_count = 0);int8 GetSlotByItem(Item* item);void SendEquippedItems(Player* player);void SetAppearanceType(int8 type) { AppearanceType = type; }int8 GetAppearanceType() { return AppearanceType; }
Notable Comments
- /*
- */
- // FLAGS
- // FLAGS2
- //DOV defines everything till 13 is the same
- //#define ITEM_TYPE_BOOK 13
- //#define ITEM_TYPE_ADORNMENT 14
- //#define ITEM_TYPE_PATTERN 15
- //#define ITEM_TYPE_ARMORSET 16
- //#define ITEM_STAT_VS_HEAT 203 //just so no build error