/* EQEMu: Everquest Server Emulator Copyright (C) 2001-2003 EQEMu Development Team (http://eqemulator.net) This program 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; version 2 of the License. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY except by those people which sell it, which are required to give you total support for your newly bought product; 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 this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ // @merth notes: // These classes could be optimized with database reads/writes by storing // a status flag indicating how object needs to interact with database #ifndef __ITEM_H #define __ITEM_H class ItemParse; // Parses item packets class EvolveInfo; // Stores information about an evolving item family #include "../common/eq_constants.h" #include "../common/item_struct.h" #include "../common/timer.h" #include #include namespace ItemField { enum { source = 0, #define F(x) x, #include "item_fieldlist.h" #undef F updated }; }; // Specifies usage type for item inside ItemInst enum ItemInstTypes { ItemInstNormal = 0, ItemInstWorldContainer }; typedef enum { byFlagIgnore, //do not consider this flag byFlagSet, //apply action if the flag is set byFlagNotSet //apply action if the flag is NOT set } byFlagSetting; //FatherNitwit: location bits for searching specific //places with HasItem() and HasItemByUse() enum { invWhereWorn = 0x01, invWherePersonal = 0x02, //in the character's inventory invWhereBank = 0x04, invWhereSharedBank = 0x08, invWhereTrading = 0x10, invWhereCursor = 0x20 }; // ######################################## // Class: Queue // Queue that allows a read-only iterator class ItemInstQueue { public: ~ItemInstQueue(); ///////////////////////// // Public Methods ///////////////////////// inline std::list::const_iterator cbegin() { return m_list.cbegin(); } inline std::list::const_iterator cend() { return m_list.cend(); } inline int size() { return static_cast(m_list.size()); } // TODO: change to size_t inline bool empty() { return m_list.empty(); } void push(ItemInst* inst); void push_front(ItemInst* inst); ItemInst* pop(); ItemInst* pop_back(); ItemInst* peek_front() const; protected: ///////////////////////// // Protected Members ///////////////////////// std::list m_list; }; // ######################################## // Class: Inventory // Character inventory class Inventory { friend class ItemInst; public: /////////////////////////////// // Public Methods /////////////////////////////// Inventory() { m_version = ClientVersion::Unknown; m_versionset = false; } ~Inventory(); // Inventory v2 creep bool SetInventoryVersion(ClientVersion version) { if (!m_versionset) { m_version = version; return (m_versionset = true); } else { return false; } } ClientVersion GetInventoryVersion() { return m_version; } static void CleanDirty(); static void MarkDirty(ItemInst *inst); // Retrieve a writeable item at specified slot ItemInst* GetItem(int16 slot_id) const; ItemInst* GetItem(int16 slot_id, uint8 bagidx) const; inline std::list::const_iterator cursor_cbegin() { return m_cursor.cbegin(); } inline std::list::const_iterator cursor_cend() { return m_cursor.cend(); } inline int CursorSize() { return m_cursor.size(); } inline bool CursorEmpty() { return m_cursor.empty(); } // Retrieve a read-only item from inventory inline const ItemInst* operator[](int16 slot_id) const { return GetItem(slot_id); } // Add item to inventory int16 PutItem(int16 slot_id, const ItemInst& inst); // Add item to cursor queue int16 PushCursor(const ItemInst& inst); // Get cursor item in front of queue ItemInst* GetCursorItem(); // Swap items in inventory bool SwapItem(int16 slot_a, int16 slot_b); // Remove item from inventory bool DeleteItem(int16 slot_id, uint8 quantity=0); // Checks All items in a bag for No Drop bool CheckNoDrop(int16 slot_id); // Remove item from inventory (and take control of memory) ItemInst* PopItem(int16 slot_id); // Check whether there is space for the specified number of the specified item. bool HasSpaceForItem(const Item_Struct *ItemToTry, int16 Quantity); // Check whether item exists in inventory // where argument specifies OR'd list of invWhere constants to look int16 HasItem(uint32 item_id, uint8 quantity = 0, uint8 where = 0xFF); // Check whether item exists in inventory // where argument specifies OR'd list of invWhere constants to look int16 HasItemByUse(uint8 use, uint8 quantity=0, uint8 where=0xFF); // Check whether item exists in inventory // where argument specifies OR'd list of invWhere constants to look int16 HasItemByLoreGroup(uint32 loregroup, uint8 where=0xFF); // Locate an available inventory slot int16 FindFreeSlot(bool for_bag, bool try_cursor, uint8 min_size = 0, bool is_arrow = false); int16 FindFreeSlotForTradeItem(const ItemInst* inst); // Calculate slot_id for an item within a bag static int16 CalcSlotId(int16 slot_id); // Calc parent bag's slot_id static int16 CalcSlotId(int16 bagslot_id, uint8 bagidx); // Calc slot_id for item inside bag static uint8 CalcBagIdx(int16 slot_id); // Calc bagidx for slot_id static int16 CalcSlotFromMaterial(uint8 material); static uint8 CalcMaterialFromSlot(int16 equipslot); static bool CanItemFitInContainer(const Item_Struct *ItemToTry, const Item_Struct *Container); // Test for valid inventory casting slot bool SupportsClickCasting(int16 slot_id); bool SupportsPotionBeltCasting(int16 slot_id); // Test whether a given slot can support a container item static bool SupportsContainers(int16 slot_id); int GetSlotByItemInst(ItemInst *inst); uint8 FindBrightestLightType(); void dumpEntireInventory(); void dumpWornItems(); void dumpInventory(); void dumpBankItems(); void dumpSharedBankItems(); void SetCustomItemData(uint32 character_id, int16 slot_id, std::string identifier, std::string value); void SetCustomItemData(uint32 character_id, int16 slot_id, std::string identifier, int value); void SetCustomItemData(uint32 character_id, int16 slot_id, std::string identifier, float value); void SetCustomItemData(uint32 character_id, int16 slot_id, std::string identifier, bool value); std::string GetCustomItemData(int16 slot_id, std::string identifier); protected: /////////////////////////////// // Protected Methods /////////////////////////////// int GetSlotByItemInstCollection(const std::map &collection, ItemInst *inst); void dumpItemCollection(const std::map &collection); void dumpBagContents(ItemInst *inst, std::map::const_iterator *it); // Retrieves item within an inventory bucket ItemInst* _GetItem(const std::map& bucket, int16 slot_id) const; // Private "put" item into bucket, without regard for what is currently in bucket int16 _PutItem(int16 slot_id, ItemInst* inst); // Checks an inventory bucket for a particular item int16 _HasItem(std::map& bucket, uint32 item_id, uint8 quantity); int16 _HasItem(ItemInstQueue& iqueue, uint32 item_id, uint8 quantity); int16 _HasItemByUse(std::map& bucket, uint8 use, uint8 quantity); int16 _HasItemByUse(ItemInstQueue& iqueue, uint8 use, uint8 quantity); int16 _HasItemByLoreGroup(std::map& bucket, uint32 loregroup); int16 _HasItemByLoreGroup(ItemInstQueue& iqueue, uint32 loregroup); // Player inventory std::map m_worn; // Items worn by character std::map m_inv; // Items in character personal inventory std::map m_bank; // Items in character bank std::map m_shbank; // Items in character shared bank std::map m_trade; // Items in a trade session ItemInstQueue m_cursor; // Items on cursor: FIFO private: // Active inventory version ClientVersion m_version; bool m_versionset; }; class SharedDatabase; // ######################################## // Class: ItemInst // Base class for an instance of an item // An item instance encapsulates item data + data specific // to an item instance (includes dye, augments, charges, etc) class ItemInst { public: ///////////////////////// // Methods ///////////////////////// // Constructors/Destructor ItemInst(const Item_Struct* item = nullptr, int16 charges = 0); ItemInst(SharedDatabase *db, uint32 item_id, int16 charges = 0); ItemInst(ItemInstTypes use_type); ItemInst(const ItemInst& copy); ~ItemInst(); // Query item type bool IsType(ItemClassTypes item_class) const; // Can item be stacked? bool IsStackable() const; bool IsCharged() const; // Can item be equipped by/at? bool IsEquipable(uint16 race, uint16 class_) const; bool IsEquipable(int16 slot_id) const; // // Augments // bool IsAugmentable() const; bool AvailableWearSlot(uint32 aug_wear_slots) const; int8 AvailableAugmentSlot(int32 augtype) const; bool IsAugmentSlotAvailable(int32 augtype, uint8 slot) const; inline int32 GetAugmentType() const { return ((m_item) ? m_item->AugType : NO_ITEM); } inline bool IsExpendable() const { return ((m_item) ? ((m_item->Click.Type == ET_Expendable ) || (m_item->ItemType == ItemTypePotion)) : false); } // // Contents // ItemInst* GetItem(uint8 slot) const; uint32 GetItemID(uint8 slot) const; inline const ItemInst* operator[](uint8 slot) const { return GetItem(slot); } void PutItem(uint8 slot, const ItemInst& inst); void PutItem(SharedDatabase *db, uint8 slot, uint32 item_id) { return; } // not defined anywhere... void DeleteItem(uint8 slot); ItemInst* PopItem(uint8 index); void Clear(); void ClearByFlags(byFlagSetting is_nodrop, byFlagSetting is_norent); uint8 FirstOpenSlot() const; uint8 GetTotalItemCount() const; bool IsNoneEmptyContainer(); std::map* GetContents() { return &m_contents; } // // Augments // ItemInst* GetAugment(uint8 slot) const; uint32 GetAugmentItemID(uint8 slot) const; void PutAugment(uint8 slot, const ItemInst& inst); void PutAugment(SharedDatabase *db, uint8 slot, uint32 item_id); void DeleteAugment(uint8 slot); ItemInst* RemoveAugment(uint8 index); bool IsAugmented(); ItemInst* GetOrnamentationAug(int32 ornamentationAugtype) const; bool UpdateOrnamentationInfo(); static bool CanTransform(const Item_Struct *ItemToTry, const Item_Struct *Container, bool AllowAll = false); // Has attack/delay? bool IsWeapon() const; bool IsAmmo() const; // Accessors const uint32 GetID() const { return ((m_item) ? m_item->ID : NO_ITEM); } const uint32 GetItemScriptID() const { return ((m_item) ? m_item->ScriptFileID : NO_ITEM); } const Item_Struct* GetItem() const; const Item_Struct* GetUnscaledItem() const; int16 GetCharges() const { return m_charges; } void SetCharges(int16 charges) { m_charges = charges; } uint32 GetPrice() const { return m_price; } void SetPrice(uint32 price) { m_price = price; } void SetColor(uint32 color) { m_color = color; } uint32 GetColor() const { return m_color; } uint32 GetMerchantSlot() const { return m_merchantslot; } void SetMerchantSlot(uint32 slot) { m_merchantslot = slot; } int32 GetMerchantCount() const { return m_merchantcount; } void SetMerchantCount(int32 count) { m_merchantcount = count; } int16 GetCurrentSlot() const { return m_currentslot; } void SetCurrentSlot(int16 curr_slot) { m_currentslot = curr_slot; } // Is this item already attuned? bool IsAttuned() const { return m_attuned; } void SetAttuned(bool flag) { m_attuned=flag; } std::string GetCustomDataString() const; std::string GetCustomData(std::string identifier); void SetCustomData(std::string identifier, std::string value); void SetCustomData(std::string identifier, int value); void SetCustomData(std::string identifier, float value); void SetCustomData(std::string identifier, bool value); void DeleteCustomData(std::string identifier); // Allows treatment of this object as though it were a pointer to m_item operator bool() const { return (m_item != nullptr); } // Compare inner Item_Struct of two ItemInst objects bool operator==(const ItemInst& right) const { return (this->m_item == right.m_item); } bool operator!=(const ItemInst& right) const { return (this->m_item != right.m_item); } // Clone current item ItemInst* Clone() const; bool IsSlotAllowed(int16 slot_id) const; bool IsScaling() const { return m_scaling; } bool IsEvolving() const { return (m_evolveLvl >= 1); } uint32 GetExp() const { return m_exp; } void SetExp(uint32 exp) { m_exp = exp; } void AddExp(uint32 exp) { m_exp += exp; } bool IsActivated() { return m_activated; } void SetActivated(bool activated) { m_activated = activated; } int8 GetEvolveLvl() const { return m_evolveLvl; } void SetScaling(bool v) { m_scaling = v; } uint32 GetOrnamentationIcon() const { return m_ornamenticon; } void SetOrnamentIcon(uint32 ornament_icon) { m_ornamenticon = ornament_icon; } uint32 GetOrnamentationIDFile() const { return m_ornamentidfile; } void SetOrnamentationIDFile(uint32 ornament_idfile) { m_ornamentidfile = ornament_idfile; } uint32 GetOrnamentHeroModel(int32 material_slot = -1) const; void SetOrnamentHeroModel(uint32 ornament_hero_model) { m_ornament_hero_model = ornament_hero_model; } uint32 GetRecastTimestamp() const { return m_recast_timestamp; } void SetRecastTimestamp(uint32 in) { m_recast_timestamp = in; } void Initialize(SharedDatabase *db = nullptr); void ScaleItem(); bool EvolveOnAllKills() const; int8 GetMaxEvolveLvl() const; uint32 GetKillsNeeded(uint8 currentlevel); std::string Serialize(int16 slot_id) const { InternalSerializedItem_Struct s; s.slot_id=slot_id; s.inst=(const void *)this; std::string ser; ser.assign((char *)&s,sizeof(InternalSerializedItem_Struct)); return ser; } inline int32 GetSerialNumber() const { return m_SerialNumber; } inline void SetSerialNumber(int32 id) { m_SerialNumber = id; } std::map& GetTimers() { return m_timers; } void SetTimer(std::string name, uint32 time); void StopTimer(std::string name); void ClearTimers(); protected: ////////////////////////// // Protected Members ////////////////////////// std::map::const_iterator _cbegin() { return m_contents.cbegin(); } std::map::const_iterator _cend() { return m_contents.cend(); } friend class Inventory; void _PutItem(uint8 index, ItemInst* inst) { m_contents[index] = inst; } ItemInstTypes m_use_type; // Usage type for item const Item_Struct* m_item; // Ptr to item data int16 m_charges; // # of charges for chargeable items uint32 m_price; // Bazaar /trader price uint32 m_color; uint32 m_merchantslot; int16 m_currentslot; bool m_attuned; int32 m_merchantcount; //number avaliable on the merchant, -1=unlimited int32 m_SerialNumber; // Unique identifier for this instance of an item. Needed for Bazaar. uint32 m_exp; int8 m_evolveLvl; bool m_activated; Item_Struct* m_scaledItem; EvolveInfo* m_evolveInfo; bool m_scaling; uint32 m_ornamenticon; uint32 m_ornamentidfile; uint32 m_ornament_hero_model; uint32 m_recast_timestamp; // // Items inside of this item (augs or contents); std::map m_contents; // Zero-based index: min=0, max=9 std::map m_custom_data; std::map m_timers; }; class EvolveInfo { public: friend class ItemInst; //temporary uint16 LvlKills[9]; uint32 FirstItem; uint8 MaxLvl; bool AllKills; EvolveInfo(); EvolveInfo(uint32 first, uint8 max, bool allkills, uint32 L2, uint32 L3, uint32 L4, uint32 L5, uint32 L6, uint32 L7, uint32 L8, uint32 L9, uint32 L10); ~EvolveInfo(); }; struct LightProfile_Struct { /* Current criteria (light types): Equipment: { 0 .. 15 } General: { 9 .. 13 } Notes: - Initial character load and item movement updates use different light source update behaviors -- Server procedure matches the item movement behavior since most updates occur post-character load - MainAmmo is not considered when determining light sources - No 'Sub' or 'Aug' items are recognized as light sources - Light types '< 9' and '> 13' are not considered for general (carried) light sources - If values > 0x0F are valid, then assignment limiters will need to be removed - MainCursor 'appears' to be a valid light source update slot..but, have not experienced updates during debug sessions - All clients have a bug regarding stackable items (light and sound updates are not processed when picking up an item) -- The timer-based update cancels out the invalid light source */ static uint8 TypeToLevel(uint8 lightType); static bool IsLevelGreater(uint8 leftType, uint8 rightType); // Light types (classifications) struct { uint8 Innate; // Defined by db field `npc_types`.`light` - where appropriate uint8 Equipment; // Item_Struct::light value of worn/carried equipment uint8 Spell; // Set value of any light-producing spell (can be modded to mimic equip_light behavior) uint8 Active; // Highest value of all light sources } Type; // Light levels (intensities) - used to determine which light source should be active struct { uint8 Innate; uint8 Equipment; uint8 Spell; uint8 Active; } Level; }; #endif // #define __ITEM_H