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[Feature] Evolving Item Support for RoF2 (#4496)
* basic evolving items framework created * Implement evolving tab in the inventory window * Implement experience and number of kills * Move zone evolving map to a evolvingitemsmanager class * rework gm commands * rework GetInventory * wip * wip loot testing * Fix Duplicate Message * reworked evolving item looting, swapping, etc * reworked const functions for evolving methods * Functioning Player Trade of evolving items test item_id is 89550 * First pass of Final Result link working * First pass of item upgrading when reaching 100% * Add strings and logic for displaying the evolving item xp transfer window in Corathus * Prototype of xp transfer window sending items * WIP for evolve xp transfer * WIP for evolve xp transfer. First tests passed * XP Transfer Cleanup * XP Transfer Cleanup * Add Rule for evolving items equip timer/ default is 30 secs * Add logging and player events Add logging and player events * Formatting * Database updates * Updates for linux build * Perl/Cleanup * Command cleanup * Lua * Added a crash condition check if final item id is blank or not found. * Review Changes Updates to resolve review comments and a rebase. * migrate to content_db for items_evolving_details migrate to content_db for items_evolving_details * Simplify, don't hit database unless evolving * Update 2025_01_19_items_evolving_details.sql * Update client.cpp * Update manifest with items_evolving_details * character_id vs char_id * Remove _Struct from structs * Remove license header in evolving.cpp * Move evolving constants from eq_constants.h to evolving.h since it is more specific * Update database_schema.h * General cleanup * Be more specific with `evolving_items` vs `evolving` --------- Co-authored-by: Kinglykrab <kinglykrab@gmail.com> Co-authored-by: Akkadius <akkadius1@gmail.com>
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@@ -57,6 +57,8 @@ public:
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inline std::list<EQ::ItemInstance*>::const_iterator cbegin() { return m_list.cbegin(); }
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inline std::list<EQ::ItemInstance*>::const_iterator cend() { return m_list.cend(); }
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inline std::list<EQ::ItemInstance*>::iterator begin() { return m_list.begin(); }
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inline std::list<EQ::ItemInstance*>::iterator end() { return m_list.end(); }
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inline int size() { return static_cast<int>(m_list.size()); } // TODO: change to size_t
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inline bool empty() { return m_list.empty(); }
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@@ -211,6 +213,11 @@ namespace EQ
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void SetCustomItemData(uint32 character_id, int16 slot_id, const std::string &identifier, bool value);
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std::string GetCustomItemData(int16 slot_id, const std::string& identifier);
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static const int GetItemStatValue(uint32 item_id, const std::string& identifier);
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std::map<int16, ItemInstance*>& GetWorn() { return m_worn; }
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std::map<int16, ItemInstance*>& GetPersonal() { return m_inv; }
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int16 HasEvolvingItem(uint64 evolve_unique_id, uint8 quantity, uint8 where);
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protected:
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///////////////////////////////
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// Protected Methods
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@@ -233,6 +240,8 @@ namespace EQ
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int16 _HasItemByUse(ItemInstQueue& iqueue, uint8 use, uint8 quantity);
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int16 _HasItemByLoreGroup(std::map<int16, ItemInstance*>& bucket, uint32 loregroup);
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int16 _HasItemByLoreGroup(ItemInstQueue& iqueue, uint32 loregroup);
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int16 _HasEvolvingItem(std::map<int16, ItemInstance*>& bucket, uint64 evolve_unique_id, uint8 quantity);
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int16 _HasEvolvingItem(ItemInstQueue& iqueue, uint64 evolve_unique_id, uint8 quantity);
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// Player inventory
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