4.4 KiB
4.4 KiB
File: Items_DoV.h
Classes
MasterItemList
Player
Entity
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();
bool GetFirstFreeSlot(sint32* bag_id, sint16* slot);
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_HEAT 203 //just so no build error
- //#define ITEM_STAT_VS_MAGIC 205 //just so no build error
- //#define ITEM_STAT_VS_POISON 209 //just so no build error
- //#define ITEM_STAT_VS_DROWNING 210 //just so no build error
- //#define ITEM_STAT_VS_FALLING 211 //just so no build error
- //#define ITEM_STAT_VS_PAIN 212 //just so no build error
- //#define ITEM_STAT_VS_MELEE 213 //just so no build error
- //#define ITEM_STAT_HPREGEN 600