# File: `Items_CoE.h` ## Classes - `MasterItemList` - `Player` - `ItemStatsValues` - `ItemCore` - `ItemStat` - `ItemLevelOverride` - `ItemClass` - `ItemAppearance` - `PlayerItemList` - `Item` - `ItemStatString` - `Generic_Info` - `Armor_Info` - `Weapon_Info` - `Shield_Info` - `Ranged_Info` - `Bag_Info` - `Food_Info` - `Bauble_Info` - `Book_Info` - `Skill_Info` - `House_Info` - `HouseContainer_Info` - `RecipeBook_Info` - `Thrown_Info` - `ItemEffect` - `MasterItemList` - `PlayerItemList` - `OverFlowItemList` - `EquipmentItemList` ## Functions - `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);` - `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);` - `bool CheckFlag(int32 flag);` - `void AddSlot(int8 slot_id);` - `void SetSlots(int32 slots);` - `void AddItem(Item* item);` - `bool IsBag(int32 item_id);` - `void RemoveAll();` - `bool SharedBankAddAllowed(Item* item);` - `bool HasItem(int32 id, bool include_bank = false);` - `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);` - `bool AssignItemToFreeSlot(Item* item);` - `int16 GetNumberOfFreeSlots();` - `int16 GetNumberOfItems();` - `bool HasFreeSlot();` - `bool HasFreeBagSlot();` - `void DestroyItem(int16 index);` - `void RemoveItem(Item* item, bool delete_item = false);` - `void AddItem(Item* item);` - `bool HasFreeBankSlot();` - `int8 FindFreeBankSlot();` - `void Stack(Item* orig_item, Item* item);` - `bool OverFlowSlotFull();` - `int8 GetNextOverFlowSlot();` - `bool AddItem(Item* item);` - `bool HasItem(int32 id);` - `int8 GetNumberOfItems();` - `void SetItem(int8 slot_id, Item* item);` - `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);` ## Notable Comments - /* - */ - //#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