1
0
EQ2Emu/docs/code/Items_CoE.md
2025-05-06 09:54:48 -04:00

140 lines
4.2 KiB
Markdown

# 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