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EQ2Emu/docs/code/Items.md
2025-05-06 09:54:48 -04:00

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Markdown

# File: `Items.h`
## Classes
- `MasterItemList`
- `Player`
- `Entity`
- `ItemStatsValues`
- `ItemCore`
- `ItemStat`
- `ItemSet`
- `Classifications`
- `ItemLevelOverride`
- `ItemClass`
- `ItemAppearance`
- `QuestRewardData`
- `PlayerItemList`
- `Item`
- `ItemStatString`
- `Generic_Info`
- `Armor_Info`
- `Adornment_Info`
- `Weapon_Info`
- `Shield_Info`
- `Ranged_Info`
- `Bag_Info`
- `Food_Info`
- `Bauble_Info`
- `Book_Info`
- `Book_Info_Pages`
- `Skill_Info`
- `HouseItem_Info`
- `HouseContainer_Info`
- `RecipeBook_Info`
- `ItemSet_Info`
- `Thrown_Info`
- `ItemEffect`
- `BookPage`
- `MasterItemList`
- `PlayerItemList`
- `EquipmentItemList`
## 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 true`
- `bool 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