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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 SetSoeID(int32 soe_id) { this->soe_id = soe_id; }
void SetBookID(int32 book_id) {this->book_id = book_id;}
void SetName(const char *name) {strncpy(this->name, name, sizeof(this->name));}
void SetDescription(const char* description) { strncpy(this->description, description, sizeof(this->description)); }
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 SetUnknown1(int8 unknown1) {this->unknown1 = unknown1;}
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 SetBuild1ComponentTitle(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) { build1_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; }
void SetPrimaryComponentQuantity(int8 qty) { primary_comp_qty = qty; }
int32 GetID() {return id;}
int32 GetSoeID() { return soe_id; }
int32 GetBookID() {return book_id;}
const char * GetName() {return name;}
const char* GetDescription() { return description; }
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;}
int8 GetUnknown1() {return unknown1;}
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; }
int16 GetBuild1ComponentQuantity() { return build1_comp_qty; }
int16 GetBuild2ComponentQuantity() { return build2_comp_qty; }
int16 GetBuild3ComponentQuantity() { return build3_comp_qty; }
int16 GetBuild4ComponentQuantity() { return build4_comp_qty; }
int16 GetFuelComponentQuantity() { return fuel_comp_qty; }
int16 GetPrimaryComponentQuantity() { return primary_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; }
int8 GetTotalBuildComponents();
bool ProvidedAllRequiredComponents(Client* client, vector<Item*>* player_components, vector<pair<int32,int16>>* player_component_pair_qty);
bool PlayerHasComponentByItemID(Client* client, vector<Item*>* player_components, vector<pair<int32,int16>>* player_component_pair_qty, int32 item_id, int8 required_qty);
int8 GetItemRequiredQuantity(int32 item_id);
private:
int32 id;
int32 soe_id;
int32 book_id;
char name[256];
char description[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;
int8 unknown1;
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];
int16 build1_comp_qty;
int16 build2_comp_qty;
int16 build3_comp_qty;
int16 build4_comp_qty;
int16 fuel_comp_qty;
int16 primary_comp_qty;
int8 highestStage;
};
class MasterRecipeList {
public:
MasterRecipeList();
virtual ~MasterRecipeList();
bool AddRecipe(Recipe *recipe);
Recipe* GetRecipe(int32 recipe_id);
Recipe* GetRecipeByCRC(int32 recipe_crc);
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;
map<int32, Recipe *> recipes_crc;
};
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();
bool RemoveRecipe(int32 recipe_id);
int32 Size();
map<int32, Recipe *> * GetRecipes() {return &recipes;}
private:
map<int32, Recipe *> recipes;
mutable std::shared_mutex player_recipe_mutex;
};
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