/* EQEmu: EQEmulator
Copyright (C) 2001-2026 EQEmu Development Team
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; either version 3 of the License, or
(at your option) any later version.
This program 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 this program. If not, see .
*/
// @merth notes:
// These classes could be optimized with database reads/writes by storing
// a status flag indicating how object needs to interact with database
#pragma once
#include "common/classes.h"
#include "common/item_instance.h"
#include "common/races.h"
#include
#include
//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 std::list::iterator begin() { return m_list.begin(); }
inline std::list::iterator end() { return m_list.end(); }
inline int size() { return static_cast(m_list.size()); } // TODO: change to size_t
inline bool empty() { return m_list.empty(); }
void push(EQ::ItemInstance* inst);
void push_front(EQ::ItemInstance* inst);
EQ::ItemInstance* pop();
EQ::ItemInstance* pop_back();
EQ::ItemInstance* peek_front() const;
protected:
/////////////////////////
// Protected Members
/////////////////////////
std::list m_list;
};
// ########################################
// Class: EQ::InventoryProfile
// Character inventory
namespace EQ
{
class InventoryProfile
{
friend class ItemInstance;
public:
///////////////////////////////
// Public Methods
///////////////////////////////
InventoryProfile() {
m_mob_version = versions::MobVersion::Unknown;
m_gm_inventory = false;
m_lookup = inventory::StaticLookup(versions::MobVersion::Unknown);
}
~InventoryProfile();
void SetInventoryVersion(versions::MobVersion inventory_version);
void SetInventoryVersion(versions::ClientVersion client_version) { SetInventoryVersion(versions::ConvertClientVersionToMobVersion(client_version)); }
void SetGMInventory(bool gmi_flag);
bool GMInventory() const { return m_gm_inventory; }
versions::MobVersion InventoryVersion() const { return m_mob_version; }
const inventory::LookupEntry* GetLookup() const { return m_lookup; }
static void CleanDirty();
static void MarkDirty(ItemInstance *inst);
// Retrieve a writeable item at specified slot
ItemInstance* GetItem(int16 slot_id) const;
ItemInstance* 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 ItemInstance* operator[](int16 slot_id) const { return GetItem(slot_id); }
// Add item to inventory
int16 PutItem(int16 slot_id, const ItemInstance& inst);
// Add item to cursor queue
int16 PushCursor(const ItemInstance& inst);
// Get cursor item in front of queue
ItemInstance* GetCursorItem();
// Swap items in inventory
enum SwapItemFailState : int8 { swapInvalid = -1, swapPass = 0, swapNotAllowed, swapNullData, swapRaceClass, swapDeity, swapLevel };
bool SwapItem(int16 source_slot, int16 destination_slot, SwapItemFailState& fail_state, uint16 race_id = Race::Doug, uint8 class_id = Class::None, uint32 deity_id = Deity::Unknown, uint8 level = 0);
// Remove item from inventory
bool DeleteItem(int16 slot_id, int16 quantity = 0);
// Checks All items in a bag for No Drop
bool CheckNoDrop(int16 slot_id, bool recurse = true);
// Remove item from inventory (and take control of memory)
ItemInstance* PopItem(int16 slot_id);
// Check if player has a specific item equipped by Item ID
bool HasItemEquippedByID(uint32 item_id);
// Check how many of a specific item the player has equipped by Item ID
uint32 CountItemEquippedByID(uint32 item_id);
// Check if player has a specific augment equipped by Item ID
bool HasAugmentEquippedByID(uint32 item_id);
// Check how many of a specific augment the player has equipped by Item ID
uint32 CountAugmentEquippedByID(uint32 item_id);
// Get a list of augments from a specific slot ID
std::vector GetAugmentIDsBySlotID(int16 slot_id);
// Check whether there is space for the specified number of the specified item.
bool HasSpaceForItem(const ItemData *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 ItemInstance* inst, int16 general_start = invslot::GENERAL_BEGIN, uint8 bag_start = invbag::SLOT_BEGIN);
int16 FindFirstFreeSlotThatFitsItem(const EQ::ItemData *inst);
int16 FindFirstFreeSlotThatFitsItemWithStacking(ItemInstance *inst) const;
// 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 ItemData *ItemToTry, const ItemData *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(ItemInstance *inst);
uint8 FindBrightestLightType();
void SetCustomItemData(uint32 character_id, int16 slot_id, const std::string &identifier, const std::string& value);
void SetCustomItemData(uint32 character_id, int16 slot_id, const std::string &identifier, int value);
void SetCustomItemData(uint32 character_id, int16 slot_id, const std::string &identifier, float value);
void SetCustomItemData(uint32 character_id, int16 slot_id, const std::string &identifier, bool value);
std::string GetCustomItemData(int16 slot_id, const std::string& identifier);
static const int GetItemStatValue(uint32 item_id, const std::string& identifier);
std::map& GetWorn() { return m_worn; }
std::map& GetPersonal() { return m_inv; }
int16 HasEvolvingItem(uint64 evolve_unique_id, uint8 quantity, uint8 where);
inline int16 PushItem(int16 slot_id, ItemInstance* inst) { return _PutItem(slot_id, inst); }
protected:
///////////////////////////////
// Protected Methods
///////////////////////////////
int GetSlotByItemInstCollection(const std::map &collection, ItemInstance *inst);
// Retrieves item within an inventory bucket
ItemInstance* _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, ItemInstance* 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);
int16 _HasEvolvingItem(std::map& bucket, uint64 evolve_unique_id, uint8 quantity);
int16 _HasEvolvingItem(ItemInstQueue& iqueue, uint64 evolve_unique_id, uint8 quantity);
// 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 mob version
versions::MobVersion m_mob_version;
bool m_gm_inventory;
const inventory::LookupEntry* m_lookup;
};
}