eqemu-server/common/item_instance.cpp
Mitch Freeman 91f5932c6d
[Feature] Add RoF2 Guild features (#3699)
* [Feature] Add additional Guild Features

This adds the following guild features and design pattern
- the existing guild system was used
- guild features are based on RoF2 within source with translaters used to converted between client differences
- backward compatible with Ti and UF, and allows for mixed client servers
- Guild Back for Ti and UF is based on RoF2 Permissions for banking if Guild Leader does not use Ti/UF
- Guild Ranks and Permissions are enabled.
- Guild Tributes are enabled.
- Event logging via rules for donating tribute items and plat
- Rules to limit Guild Tributes based on max level of server
- Rewrote guild communications to client using specific opcodes
-- Server no longer sends a guild member list on each zone
-- Guild window is updated when a member levels, rank changes, zone changes, banker/alt status using individual opcodes
-- When a member is removed or added to a guild, a single opcode is sent to each guild member
-- This reduces network traffic considerably

Known issues:
- Visual bug only. Guild Tributes window will display a 0 for level if tribute is above max level rule setting.
- Visual bug only. Guild Mgmt Window will not display an online member if the player has 'show offline' unchecked and a guild member zones within the Notes/Tribute tab.  This is resolved by selecting and de-selecting the 'Show Offline' checkbox.

* Updated RoF2 Guild Comms

Updated RoF2 Guild Comms
Update RoF2 Opcodes
Rewrote RoF2 Guild Communications using specific opcodes.
Added database changes - they are irreversible

* Formatting

* Update base_guild_members_repository.h

* Format GuildInfo

* Format GuildAction enum

* Formatting in clientlist

* quantity vs quantity

* desc vs description

* Format structs

* Inline struct values

* Formatting

* Formatting

* Formatting fixes

* Formatting items

* Formatting

* Formatting

* struct formatting updates

* Updated formatting

* Updated
- std:string items
- naming conventions
- magic numbers

* Repo refactors
Other formatting updates

* Remove test guild commands

* Updated #guild info command

* Add new repo methods for Neckolla ReplaceOne and ReplaceMany

* Fix guild_tributes repo

* Update database_update_manifest.cpp

* Phase 1 of final testing with RoF2 -> RoF2.
Next phase will be inter compatibility review

* Remove #guild testing commands

* Fix uf translator error
Rewrite LoadGuilds

* Use extended repository

* FIx guild window on member add

* LoadGuild Changes

* Update guild_base.cpp

* Few small fixes for display issue with UF

* Update guild_base.cpp

* Update guild_members_repository.h

* Update zoneserver.cpp

* Update guild.cpp

* Update entity.h

* Switch formatting

* Formatting

* Update worldserver.cpp

* Switch formatting

* Formatting switch statement

* Update guild.cpp

* Formatting in guild_base

* We don't need to validate m_db everywhere

* More formatting / spacing issues

* Switch format

* Update guild_base.cpp

* Fix an UF issue displaying incorrect guildtag as <>

* Updated several constants, fixed a few issues with Ti/UF and guild tributes not being removed or sent when a member is removed/disbands from a guild.

* Formatting and logging updates

* Fix for Loadguilds and permissions after repo updates.

* Cleanup unnecessary m_db checks

* Updated logging to use player_event_logs

* Updated to use the single opcodes for guild traffic for Ti/UF/RoF2.  Several enhancements for guild functionality for more reusable code and readability.

* Update to fix Demote Self and guild invites declining when option set to not accept guild invites

* Potential fix for guild notes/tribute display issues when client has 'Show Offline' unchecked.

* Updates to fox recent master changes

Updates to fix recent master changes

* Updates in response to comments

* Further Updates in response to comments

* Comment updates and refactor for SendAppearance functions

* Comment updates

* Update client spawn process for show guild name

Add show guild tag to default spawn process

* Update to use zone spawn packets for RoF2
Removed several unused functions as a result
Updated MemberRankUpdate to properly update guild_show on rank change.
Updated OP_GuildURLAndChannel opcode for UF/RoF2

* Cleanup of world changes
Created function for repetitive zonelist sendpackets to only booted zones
Re-Inserted accidental delete of scanclosemobs

* Fixes

* Further world cleanup

* Fix a few test guild bank cases for backward compat
Removed a duplicate db call
Fixed a fallthrough issue

* Update guild_mgr.cpp

* Cleanup

---------

Co-authored-by: Akkadius <akkadius1@gmail.com>
2024-02-10 03:27:58 -06:00

1829 lines
42 KiB
C++

/* EQEMu: Everquest Server Emulator
Copyright (C) 2001-2016 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
*/
#include "inventory_profile.h"
#include "../common/data_verification.h"
//#include "classes.h"
//#include "global_define.h"
//#include "item_instance.h"
//#include "races.h"
#include "rulesys.h"
#include "shareddb.h"
#include "strings.h"
//#include "../common/light_source.h"
#include <limits.h>
//#include <iostream>
int32 NextItemInstSerialNumber = 1;
static inline int32 GetNextItemInstSerialNumber() {
// The Bazaar relies on each item a client has up for Trade having a unique
// identifier. This 'SerialNumber' is sent in Serialized item packets and
// is used in Bazaar packets to identify the item a player is buying or inspecting.
//
// E.g. A trader may have 3 Five dose cloudy potions, each with a different number of remaining charges
// up for sale with different prices.
//
// NextItemInstSerialNumber is the next one to hand out.
//
// It is very unlikely to reach 2,147,483,647. Maybe we should call abort(), rather than wrapping back to 1.
if(NextItemInstSerialNumber >= INT_MAX)
NextItemInstSerialNumber = 1;
else
NextItemInstSerialNumber++;
return NextItemInstSerialNumber;
}
//
// class EQ::ItemInstance
//
EQ::ItemInstance::ItemInstance(const ItemData* item, int16 charges) {
if (item) {
m_item = new ItemData(*item);
}
m_charges = charges;
if (m_item && m_item->IsClassCommon()) {
m_color = m_item->Color;
}
m_SerialNumber = GetNextItemInstSerialNumber();
}
EQ::ItemInstance::ItemInstance(SharedDatabase *db, uint32 item_id, int16 charges) {
m_item = db->GetItem(item_id);
if (m_item) {
m_item = new ItemData(*m_item);
}
m_charges = charges;
if (m_item && m_item->IsClassCommon()) {
m_color = m_item->Color;
} else {
m_color = 0;
}
m_SerialNumber = GetNextItemInstSerialNumber();
}
EQ::ItemInstance::ItemInstance(ItemInstTypes use_type) {
m_use_type = use_type;
}
// Make a copy of an EQ::ItemInstance object
EQ::ItemInstance::ItemInstance(const ItemInstance& copy)
{
m_use_type = copy.m_use_type;
if (copy.m_item) {
m_item = new ItemData(*copy.m_item);
} else {
m_item = nullptr;
}
m_charges = copy.m_charges;
m_price = copy.m_price;
m_color = copy.m_color;
m_merchantslot = copy.m_merchantslot;
m_currentslot = copy.m_currentslot;
m_attuned = copy.m_attuned;
m_merchantcount = copy.m_merchantcount;
// Copy container contents
for (auto it = copy.m_contents.begin(); it != copy.m_contents.end(); ++it) {
ItemInstance* inst_old = it->second;
ItemInstance* inst_new = nullptr;
if (inst_old) {
inst_new = inst_old->Clone();
}
if (inst_new) {
m_contents[it->first] = inst_new;
}
}
std::map<std::string, std::string>::const_iterator iter;
for (iter = copy.m_custom_data.begin(); iter != copy.m_custom_data.end(); ++iter) {
m_custom_data[iter->first] = iter->second;
}
m_SerialNumber = copy.m_SerialNumber;
m_custom_data = copy.m_custom_data;
m_timers = copy.m_timers;
m_exp = copy.m_exp;
m_evolveLvl = copy.m_evolveLvl;
m_activated = copy.m_activated;
if (copy.m_scaledItem) {
m_scaledItem = new ItemData(*copy.m_scaledItem);
} else {
m_scaledItem = nullptr;
}
if (copy.m_evolveInfo) {
m_evolveInfo = new EvolveInfo(*copy.m_evolveInfo);
} else {
m_evolveInfo = nullptr;
}
m_scaling = copy.m_scaling;
m_ornamenticon = copy.m_ornamenticon;
m_ornamentidfile = copy.m_ornamentidfile;
m_ornament_hero_model = copy.m_ornament_hero_model;
m_recast_timestamp = copy.m_recast_timestamp;
m_new_id_file = copy.m_new_id_file;
}
// Clean up container contents
EQ::ItemInstance::~ItemInstance()
{
Clear();
safe_delete(m_item);
safe_delete(m_scaledItem);
safe_delete(m_evolveInfo);
}
// Query item type
bool EQ::ItemInstance::IsType(item::ItemClass item_class) const
{
// IsType(<ItemClassTypes>) does not protect against 'm_item = nullptr'
// Check usage type
if (m_use_type == ItemInstWorldContainer && item_class == item::ItemClassBag) {
return true;
}
if (!m_item) {
return false;
}
return (m_item->ItemClass == item_class);
}
bool EQ::ItemInstance::IsClassCommon() const
{
return (m_item && m_item->IsClassCommon());
}
bool EQ::ItemInstance::IsClassBag() const
{
return (m_item && m_item->IsClassBag());
}
bool EQ::ItemInstance::IsClassBook() const
{
return (m_item && m_item->IsClassBook());
}
// Is item stackable?
bool EQ::ItemInstance::IsStackable() const
{
return (m_item && m_item->Stackable);
}
bool EQ::ItemInstance::IsCharged() const
{
if (!m_item) {
return false;
}
if (m_item->MaxCharges > 1) {
return true;
} else {
return false;
}
}
// Can item be equipped?
bool EQ::ItemInstance::IsEquipable(uint16 race, uint16 class_) const
{
if (!m_item || !m_item->Slots) {
return false;
}
return m_item->IsEquipable(race, class_);
}
// Can item be equipped by Class?
bool EQ::ItemInstance::IsClassEquipable(uint16 class_) const
{
if (!m_item || !m_item->Slots) {
return false;
}
return m_item->IsClassEquipable(class_);
}
// Can item be equipped by Race?
bool EQ::ItemInstance::IsRaceEquipable(uint16 race) const
{
if (!m_item || !m_item->Slots) {
return false;
}
return m_item->IsRaceEquipable(race);
}
// Can equip at this slot?
bool EQ::ItemInstance::IsEquipable(int16 slot_id) const
{
if (!m_item || !m_item->Slots) {
return false;
}
if (slot_id < EQ::invslot::EQUIPMENT_BEGIN || slot_id > EQ::invslot::EQUIPMENT_END) {
return false;
}
return ((m_item->Slots & (1 << slot_id)) != 0);
}
bool EQ::ItemInstance::IsAugmentable() const
{
if (!m_item) {
return false;
}
for (int index = invaug::SOCKET_BEGIN; index <= invaug::SOCKET_END; ++index) {
if (m_item->AugSlotType[index] != 0) {
return true;
}
}
return false;
}
bool EQ::ItemInstance::AvailableWearSlot(uint32 aug_wear_slots) const {
if (!m_item || !m_item->IsClassCommon()) {
return false;
}
int index = invslot::EQUIPMENT_BEGIN;
for (; index <= invslot::EQUIPMENT_END; ++index) {
if (m_item->Slots & (1 << index)) {
if (aug_wear_slots & (1 << index)) {
break;
}
}
}
return (index <= EQ::invslot::EQUIPMENT_END);
}
int8 EQ::ItemInstance::AvailableAugmentSlot(int32 augment_type) const
{
if (!m_item || !m_item->IsClassCommon()) {
return INVALID_INDEX;
}
auto i = invaug::SOCKET_BEGIN;
for (; i <= invaug::SOCKET_END; ++i) {
if (GetItem(i)) {
continue;
}
if (
augment_type == -1 ||
(
m_item->AugSlotType[i] &&
((1 << (m_item->AugSlotType[i] - 1)) & augment_type)
)
) {
break;
}
}
return (i <= invaug::SOCKET_END) ? i : INVALID_INDEX;
}
bool EQ::ItemInstance::IsAugmentSlotAvailable(int32 augment_type, uint8 slot) const
{
if (!m_item || !m_item->IsClassCommon()) {
return false;
}
if (
(
!GetItem(slot) &&
m_item->AugSlotVisible[slot]
) &&
augment_type == -1 ||
(
m_item->AugSlotType[slot] &&
((1 << (m_item->AugSlotType[slot] - 1)) & augment_type)
)
) {
return true;
}
return false;
}
// Retrieve item inside container
EQ::ItemInstance* EQ::ItemInstance::GetItem(uint8 index) const
{
auto it = m_contents.find(index);
if (it != m_contents.end()) {
return it->second;
}
return nullptr;
}
uint32 EQ::ItemInstance::GetItemID(uint8 slot) const
{
const auto item = GetItem(slot);
if (item) {
return item->GetID();
}
return 0;
}
void EQ::ItemInstance::PutItem(uint8 index, const ItemInstance& inst)
{
// Clean up item already in slot (if exists)
DeleteItem(index);
// Delegate to internal method
_PutItem(index, inst.Clone());
}
// Remove item inside container
void EQ::ItemInstance::DeleteItem(uint8 index)
{
ItemInstance* inst = PopItem(index);
safe_delete(inst);
}
// Remove item from container without memory delete
// Hands over memory ownership to client of this function call
EQ::ItemInstance* EQ::ItemInstance::PopItem(uint8 index)
{
auto iter = m_contents.find(index);
if (iter != m_contents.end()) {
ItemInstance* inst = iter->second;
m_contents.erase(index);
return inst; // Return pointer that needs to be deleted (or otherwise managed)
}
return nullptr;
}
// Remove all items from container
void EQ::ItemInstance::Clear()
{
// Destroy container contents
for (auto iter = m_contents.begin(); iter != m_contents.end(); ++iter) {
safe_delete(iter->second);
}
m_contents.clear();
}
// Remove all items from container
void EQ::ItemInstance::ClearByFlags(byFlagSetting is_nodrop, byFlagSetting is_norent)
{
// TODO: This needs work...
// Destroy container contents
std::map<uint8, ItemInstance*>::const_iterator cur, end, del;
cur = m_contents.begin();
end = m_contents.end();
for (; cur != end;) {
ItemInstance* inst = cur->second;
if (inst == nullptr) {
cur = m_contents.erase(cur);
continue;
}
const ItemData* item = inst->GetItem();
if (item == nullptr) {
cur = m_contents.erase(cur);
continue;
}
del = cur;
++cur;
switch (is_nodrop) {
case byFlagSet:
if (item->NoDrop == 0) {
safe_delete(inst);
m_contents.erase(del->first);
continue;
}
// no 'break;' deletes 'byFlagNotSet' type - can't add at the moment because it really *breaks* the process somewhere
case byFlagNotSet:
if (item->NoDrop != 0) {
safe_delete(inst);
m_contents.erase(del->first);
continue;
}
default:
break;
}
switch (is_norent) {
case byFlagSet:
if (item->NoRent == 0) {
safe_delete(inst);
m_contents.erase(del->first);
continue;
}
// no 'break;' deletes 'byFlagNotSet' type - can't add at the moment because it really *breaks* the process somewhere
case byFlagNotSet:
if (item->NoRent != 0) {
safe_delete(inst);
m_contents.erase(del->first);
continue;
}
default:
break;
}
}
}
uint8 EQ::ItemInstance::FirstOpenSlot() const
{
if (!m_item)
return INVALID_INDEX;
uint8 slots = m_item->BagSlots, i;
for (i = invbag::SLOT_BEGIN; i < slots; i++) {
if (!GetItem(i))
break;
}
return (i < slots) ? i : INVALID_INDEX;
}
uint8 EQ::ItemInstance::GetTotalItemCount() const
{
if (!m_item) {
return 0;
}
uint8 item_count = 1;
if (!m_item->IsClassBag()) {
return item_count;
}
for (int index = invbag::SLOT_BEGIN; index < m_item->BagSlots; ++index) {
if (GetItem(index)) {
++item_count;
}
}
return item_count;
}
bool EQ::ItemInstance::IsNoneEmptyContainer()
{
if (!m_item || !m_item->IsClassBag())
return false;
for (int index = invbag::SLOT_BEGIN; index < m_item->BagSlots; ++index) {
if (GetItem(index))
return true;
}
return false;
}
// Retrieve augment inside item
EQ::ItemInstance* EQ::ItemInstance::GetAugment(uint8 augment_index) const
{
if (m_item && m_item->IsClassCommon()) {
return GetItem(augment_index);
}
return nullptr;
}
bool EQ::ItemInstance::IsOrnamentationAugment(EQ::ItemInstance* augment) const
{
if (!m_item || !m_item->IsClassCommon() || !augment) {
return false;
}
const auto augment_item = augment->GetItem();
if (!augment_item) {
return false;
}
const std::string& idfile = augment_item->IDFile;
if (
EQ::ValueWithin(
augment->GetAugmentType(),
OrnamentationAugmentTypes::StandardOrnamentation,
OrnamentationAugmentTypes::SpecialOrnamentation
) ||
(
idfile != "IT63" &&
idfile != "IT64"
) ||
augment_item->HerosForgeModel
) {
return true;
}
return false;
}
EQ::ItemInstance* EQ::ItemInstance::GetOrnamentationAugment() const
{
if (!m_item || !m_item->IsClassCommon()) {
return nullptr;
}
for (int i = invaug::SOCKET_BEGIN; i <= invaug::SOCKET_END; i++) {
const auto augment = GetAugment(i);
if (augment && IsOrnamentationAugment(augment)) {
return augment;
}
}
return nullptr;
}
uint32 EQ::ItemInstance::GetOrnamentHeroModel(int32 material_slot) const
{
// Not a Hero Forge item.
if (m_ornament_hero_model == 0 || material_slot < 0) {
return 0;
}
// Item is using an explicit Hero Forge ID
if (m_ornament_hero_model >= 1000) {
return m_ornament_hero_model;
}
// Item is using a shorthand ID
return (m_ornament_hero_model * 100) + material_slot;
}
bool EQ::ItemInstance::UpdateOrnamentationInfo()
{
if (!m_item || !m_item->IsClassCommon()) {
return false;
}
const auto augment = GetOrnamentationAugment();
if (augment) {
const auto augment_item = GetOrnamentationAugment()->GetItem();
if (augment_item) {
SetOrnamentIcon(augment_item->Icon);
SetOrnamentHeroModel(augment_item->HerosForgeModel);
if (strlen(augment_item->IDFile) > 2) {
SetOrnamentationIDFile(Strings::ToUnsignedInt(&augment_item->IDFile[2]));
} else {
SetOrnamentationIDFile(0);
}
return true;
}
}
SetOrnamentIcon(0);
SetOrnamentHeroModel(0);
SetOrnamentationIDFile(0);
return false;
}
bool EQ::ItemInstance::CanTransform(const ItemData *ItemToTry, const ItemData *Container, bool AllowAll) {
if (!ItemToTry || !Container) return false;
if (ItemToTry->ItemType == item::ItemTypeArrow || strnlen(Container->CharmFile, 30) == 0)
return false;
if (AllowAll && strncasecmp(Container->CharmFile, "ITEMTRANSFIGSHIELD", 18) && strncasecmp(Container->CharmFile, "ITEMTransfigBow", 15)) {
switch (ItemToTry->ItemType) {
case 0:
case 1:
case 2:
case 3:
case 4:
case 35:
case 45:
return true;
}
}
static std::map<std::string, int> types;
types["itemtransfig1hp"] = 2;
types["itemtransfig1hs"] = 0;
types["itemtransfig2hb"] = 4;
types["itemtransfig2hp"] = 35;
types["itemtransfig2hs"] = 1;
types["itemtransfigblunt"] = 3;
types["itemtransfig1hb"] = 3;
types["itemtransfigbow"] = 5;
types["itemtransfighth"] = 45;
types["itemtransfigshield"] = 8;
types["itemtransfigslashing"] = 0;
auto i = types.find(MakeLowerString(Container->CharmFile));
if (i != types.end() && i->second == ItemToTry->ItemType)
return true;
static std::map<std::string, int> typestwo;
typestwo["itemtransfigblunt"] = 4;
typestwo["itemtransfigslashing"] = 1;
i = typestwo.find(MakeLowerString(Container->CharmFile));
if (i != typestwo.end() && i->second == ItemToTry->ItemType)
return true;
return false;
}
uint32 EQ::ItemInstance::GetAugmentItemID(uint8 augment_index) const
{
if (!m_item || !m_item->IsClassCommon()) {
return 0;
}
return GetItemID(augment_index);
}
// Add an augment to the item
void EQ::ItemInstance::PutAugment(uint8 slot, const ItemInstance& augment)
{
if (!m_item || !m_item->IsClassCommon())
return;
PutItem(slot, augment);
}
void EQ::ItemInstance::PutAugment(SharedDatabase *db, uint8 slot, uint32 item_id)
{
if (item_id == 0) { return; }
if (db == nullptr) { return; /* TODO: add log message for nullptr */ }
const ItemInstance* aug = db->CreateItem(item_id);
if (aug) {
PutAugment(slot, *aug);
safe_delete(aug);
}
}
// Remove augment from item and destroy it
void EQ::ItemInstance::DeleteAugment(uint8 index)
{
if (!m_item || !m_item->IsClassCommon())
return;
DeleteItem(index);
}
// Remove augment from item and return it
EQ::ItemInstance* EQ::ItemInstance::RemoveAugment(uint8 index)
{
if (!m_item || !m_item->IsClassCommon())
return nullptr;
return PopItem(index);
}
bool EQ::ItemInstance::IsAugmented()
{
if (!m_item || !m_item->IsClassCommon()) {
return false;
}
for (uint8 slot_id = invaug::SOCKET_BEGIN; slot_id <= invaug::SOCKET_END; ++slot_id) {
if (GetAugmentItemID(slot_id)) {
return true;
}
}
return false;
}
bool EQ::ItemInstance::ContainsAugmentByID(uint32 item_id)
{
if (!m_item || !m_item->IsClassCommon()) {
return false;
}
if (!item_id) {
return false;
}
for (uint8 augment_slot = invaug::SOCKET_BEGIN; augment_slot <= invaug::SOCKET_END; ++augment_slot) {
if (GetAugmentItemID(augment_slot) == item_id) {
return true;
}
}
return false;
}
int EQ::ItemInstance::CountAugmentByID(uint32 item_id)
{
int quantity = 0;
if (!m_item || !m_item->IsClassCommon()) {
return quantity;
}
if (!item_id) {
return quantity;
}
for (uint8 augment_slot = invaug::SOCKET_BEGIN; augment_slot <= invaug::SOCKET_END; ++augment_slot) {
if (GetAugmentItemID(augment_slot) == item_id) {
quantity++;
}
}
return quantity;
}
// Has attack/delay?
bool EQ::ItemInstance::IsWeapon() const
{
if (!m_item || !m_item->IsClassCommon())
return false;
if (m_item->ItemType == item::ItemTypeArrow && m_item->Damage != 0)
return true;
else
return ((m_item->Damage != 0) && (m_item->Delay != 0));
}
bool EQ::ItemInstance::IsAmmo() const
{
if (!m_item)
return false;
if ((m_item->ItemType == item::ItemTypeArrow) ||
(m_item->ItemType == item::ItemTypeLargeThrowing) ||
(m_item->ItemType == item::ItemTypeSmallThrowing)
) {
return true;
}
return false;
}
const EQ::ItemData* EQ::ItemInstance::GetItem() const
{
if (!m_item)
return nullptr;
if (m_scaledItem)
return m_scaledItem;
return m_item;
}
const EQ::ItemData* EQ::ItemInstance::GetUnscaledItem() const
{
// No operator calls and defaults to nullptr
return m_item;
}
std::string EQ::ItemInstance::GetCustomDataString() const {
std::string ret_val;
auto iter = m_custom_data.begin();
while (iter != m_custom_data.end()) {
if (ret_val.length() > 0) {
ret_val += "^";
}
ret_val += iter->first;
ret_val += "^";
ret_val += iter->second;
++iter;
if (ret_val.length() > 0) {
ret_val += "^";
}
}
return ret_val;
}
void EQ::ItemInstance::SetCustomDataString(const std::string& str)
{
auto components = Strings::Split(str, "^");
auto value_count = components.size() / 2;
for (auto i = 0; i < value_count; i++) {
auto identifier = components[i * 2];
auto value = components[(i * 2) + 1];
SetCustomData(identifier, value);
}
}
std::string EQ::ItemInstance::GetCustomData(const std::string& identifier) {
std::map<std::string, std::string>::const_iterator iter = m_custom_data.find(identifier);
if (iter != m_custom_data.end()) {
return iter->second;
}
return "";
}
void EQ::ItemInstance::SetCustomData(const std::string& identifier, const std::string& value) {
DeleteCustomData(identifier);
m_custom_data[identifier] = value;
}
void EQ::ItemInstance::SetCustomData(const std::string& identifier, int value) {
DeleteCustomData(identifier);
std::stringstream ss;
ss << value;
m_custom_data[identifier] = ss.str();
}
void EQ::ItemInstance::SetCustomData(const std::string& identifier, float value) {
DeleteCustomData(identifier);
std::stringstream ss;
ss << value;
m_custom_data[identifier] = ss.str();
}
void EQ::ItemInstance::SetCustomData(const std::string& identifier, bool value) {
DeleteCustomData(identifier);
std::stringstream ss;
ss << value;
m_custom_data[identifier] = ss.str();
}
void EQ::ItemInstance::DeleteCustomData(const std::string& identifier) {
auto iter = m_custom_data.find(identifier);
if (iter != m_custom_data.end()) {
m_custom_data.erase(iter);
}
}
// Clone a type of EQ::ItemInstance object
// c++ doesn't allow a polymorphic copy constructor,
// so we have to resort to a polymorphic Clone()
EQ::ItemInstance* EQ::ItemInstance::Clone() const
{
// Pseudo-polymorphic copy constructor
return new ItemInstance(*this);
}
bool EQ::ItemInstance::IsSlotAllowed(int16 slot_id) const {
if (!m_item) { return false; }
else if (InventoryProfile::SupportsContainers(slot_id)) { return true; }
else if (m_item->Slots & (1 << slot_id)) { return true; }
else if (slot_id > invslot::EQUIPMENT_END) { return true; } // why do we call 'InventoryProfile::SupportsContainers' with this here?
else { return false; }
}
bool EQ::ItemInstance::IsDroppable(bool recurse) const
{
if (!m_item)
return false;
/*if (m_ornamentidfile) // not implemented
return false;*/
if (m_attuned)
return false;
/*if (m_item->FVNoDrop != 0) // not implemented
return false;*/
if (m_item->NoDrop == 0)
return false;
if (recurse) {
for (auto iter : m_contents) {
if (!iter.second)
continue;
if (!iter.second->IsDroppable(recurse))
return false;
}
}
return true;
}
void EQ::ItemInstance::Initialize(SharedDatabase *db) {
// if there's no actual item, don't do anything
if (!m_item) {
return;
}
// initialize scaling items
if (m_item->CharmFileID != 0) {
m_scaling = true;
ScaleItem();
}
// initialize evolving items
else if (db && m_item->LoreGroup >= 1000) {
// not complete yet
}
}
void EQ::ItemInstance::ScaleItem() {
if (!m_item)
return;
if (m_scaledItem) {
memcpy(m_scaledItem, m_item, sizeof(ItemData));
}
else {
m_scaledItem = new ItemData(*m_item);
}
float Mult = (float)(GetExp()) / 10000; // scaling is determined by exp, with 10,000 being full stats
m_scaledItem->AStr = (int8)((float)m_item->AStr*Mult);
m_scaledItem->ASta = (int8)((float)m_item->ASta*Mult);
m_scaledItem->AAgi = (int8)((float)m_item->AAgi*Mult);
m_scaledItem->ADex = (int8)((float)m_item->ADex*Mult);
m_scaledItem->AInt = (int8)((float)m_item->AInt*Mult);
m_scaledItem->AWis = (int8)((float)m_item->AWis*Mult);
m_scaledItem->ACha = (int8)((float)m_item->ACha*Mult);
m_scaledItem->MR = (int8)((float)m_item->MR*Mult);
m_scaledItem->PR = (int8)((float)m_item->PR*Mult);
m_scaledItem->DR = (int8)((float)m_item->DR*Mult);
m_scaledItem->CR = (int8)((float)m_item->CR*Mult);
m_scaledItem->FR = (int8)((float)m_item->FR*Mult);
m_scaledItem->HP = (int32)((float)m_item->HP*Mult);
m_scaledItem->Mana = (int32)((float)m_item->Mana*Mult);
m_scaledItem->AC = (int32)((float)m_item->AC*Mult);
// check these..some may not need to be modified (really need to check all stats/bonuses)
//m_scaledItem->SkillModValue = (int32)((float)m_item->SkillModValue*Mult);
//m_scaledItem->BaneDmgAmt = (int8)((float)m_item->BaneDmgAmt*Mult); // watch (10 entries with charmfileid)
m_scaledItem->BardValue = (int32)((float)m_item->BardValue*Mult); // watch (no entries with charmfileid)
m_scaledItem->ElemDmgAmt = (uint8)((float)m_item->ElemDmgAmt*Mult); // watch (no entries with charmfileid)
m_scaledItem->Damage = (uint32)((float)m_item->Damage*Mult); // watch
m_scaledItem->CombatEffects = (int8)((float)m_item->CombatEffects*Mult);
m_scaledItem->Shielding = (int8)((float)m_item->Shielding*Mult);
m_scaledItem->StunResist = (int8)((float)m_item->StunResist*Mult);
m_scaledItem->StrikeThrough = (int8)((float)m_item->StrikeThrough*Mult);
m_scaledItem->ExtraDmgAmt = (uint32)((float)m_item->ExtraDmgAmt*Mult);
m_scaledItem->SpellShield = (int8)((float)m_item->SpellShield*Mult);
m_scaledItem->Avoidance = (int8)((float)m_item->Avoidance*Mult);
m_scaledItem->Accuracy = (int8)((float)m_item->Accuracy*Mult);
m_scaledItem->FactionAmt1 = (int32)((float)m_item->FactionAmt1*Mult);
m_scaledItem->FactionAmt2 = (int32)((float)m_item->FactionAmt2*Mult);
m_scaledItem->FactionAmt3 = (int32)((float)m_item->FactionAmt3*Mult);
m_scaledItem->FactionAmt4 = (int32)((float)m_item->FactionAmt4*Mult);
m_scaledItem->Endur = (uint32)((float)m_item->Endur*Mult);
m_scaledItem->DotShielding = (uint32)((float)m_item->DotShielding*Mult);
m_scaledItem->Attack = (uint32)((float)m_item->Attack*Mult);
m_scaledItem->Regen = (uint32)((float)m_item->Regen*Mult);
m_scaledItem->ManaRegen = (uint32)((float)m_item->ManaRegen*Mult);
m_scaledItem->EnduranceRegen = (uint32)((float)m_item->EnduranceRegen*Mult);
m_scaledItem->Haste = (uint32)((float)m_item->Haste*Mult);
m_scaledItem->DamageShield = (uint32)((float)m_item->DamageShield*Mult);
m_scaledItem->Purity = (uint32)((float)m_item->Purity*Mult);
m_scaledItem->BackstabDmg = (uint32)((float)m_item->BackstabDmg*Mult);
m_scaledItem->DSMitigation = (uint32)((float)m_item->DSMitigation*Mult);
m_scaledItem->HeroicStr = (int32)((float)m_item->HeroicStr*Mult);
m_scaledItem->HeroicInt = (int32)((float)m_item->HeroicInt*Mult);
m_scaledItem->HeroicWis = (int32)((float)m_item->HeroicWis*Mult);
m_scaledItem->HeroicAgi = (int32)((float)m_item->HeroicAgi*Mult);
m_scaledItem->HeroicDex = (int32)((float)m_item->HeroicDex*Mult);
m_scaledItem->HeroicSta = (int32)((float)m_item->HeroicSta*Mult);
m_scaledItem->HeroicCha = (int32)((float)m_item->HeroicCha*Mult);
m_scaledItem->HeroicMR = (int32)((float)m_item->HeroicMR*Mult);
m_scaledItem->HeroicFR = (int32)((float)m_item->HeroicFR*Mult);
m_scaledItem->HeroicCR = (int32)((float)m_item->HeroicCR*Mult);
m_scaledItem->HeroicDR = (int32)((float)m_item->HeroicDR*Mult);
m_scaledItem->HeroicPR = (int32)((float)m_item->HeroicPR*Mult);
m_scaledItem->HeroicSVCorrup = (int32)((float)m_item->HeroicSVCorrup*Mult);
m_scaledItem->HealAmt = (int32)((float)m_item->HealAmt*Mult);
m_scaledItem->SpellDmg = (int32)((float)m_item->SpellDmg*Mult);
m_scaledItem->Clairvoyance = (uint32)((float)m_item->Clairvoyance*Mult);
m_scaledItem->CharmFileID = 0; // this stops the client from trying to scale the item itself.
}
bool EQ::ItemInstance::EvolveOnAllKills() const {
return (m_evolveInfo && m_evolveInfo->AllKills);
}
int8 EQ::ItemInstance::GetMaxEvolveLvl() const {
if (m_evolveInfo)
return m_evolveInfo->MaxLvl;
else
return 0;
}
uint32 EQ::ItemInstance::GetKillsNeeded(uint8 currentlevel) {
uint32 kills = -1; // default to -1 (max uint32 value) because this value is usually divided by, so we don't want to ever return zero.
if (m_evolveInfo)
if (currentlevel != m_evolveInfo->MaxLvl)
kills = m_evolveInfo->LvlKills[currentlevel - 1];
if (kills == 0)
kills = -1;
return kills;
}
void EQ::ItemInstance::SetTimer(std::string name, uint32 time) {
Timer t(time);
t.Start(time, false);
m_timers[name] = t;
}
void EQ::ItemInstance::StopTimer(std::string name) {
auto iter = m_timers.find(name);
if(iter != m_timers.end()) {
m_timers.erase(iter);
}
}
void EQ::ItemInstance::ClearTimers() {
m_timers.clear();
}
int EQ::ItemInstance::GetItemArmorClass(bool augments) const
{
int ac = 0;
const auto item = GetItem();
if (item) {
ac = item->AC;
if (augments)
for (int i = invaug::SOCKET_BEGIN; i <= invaug::SOCKET_END; ++i)
if (GetAugment(i))
ac += GetAugment(i)->GetItemArmorClass();
}
return ac;
}
int EQ::ItemInstance::GetItemElementalDamage(int &magic, int &fire, int &cold, int &poison, int &disease, int &chromatic, int &prismatic, int &physical, int &corruption, bool augments) const
{
const auto item = GetItem();
if (item) {
switch (item->ElemDmgType) {
case RESIST_MAGIC:
magic += item->ElemDmgAmt;
break;
case RESIST_FIRE:
fire += item->ElemDmgAmt;
break;
case RESIST_COLD:
cold += item->ElemDmgAmt;
break;
case RESIST_POISON:
poison += item->ElemDmgAmt;
break;
case RESIST_DISEASE:
disease += item->ElemDmgAmt;
break;
case RESIST_CHROMATIC:
chromatic += item->ElemDmgAmt;
break;
case RESIST_PRISMATIC:
prismatic += item->ElemDmgAmt;
break;
case RESIST_PHYSICAL:
physical += item->ElemDmgAmt;
break;
case RESIST_CORRUPTION:
corruption += item->ElemDmgAmt;
break;
}
if (augments)
for (int i = invaug::SOCKET_BEGIN; i <= invaug::SOCKET_END; ++i)
if (GetAugment(i))
GetAugment(i)->GetItemElementalDamage(magic, fire, cold, poison, disease, chromatic, prismatic, physical, corruption);
}
return magic + fire + cold + poison + disease + chromatic + prismatic + physical + corruption;
}
int EQ::ItemInstance::GetItemElementalFlag(bool augments) const
{
int flag = 0;
const auto item = GetItem();
if (item) {
flag = item->ElemDmgType;
if (flag)
return flag;
if (augments) {
for (int i = invaug::SOCKET_BEGIN; i <= invaug::SOCKET_END; ++i) {
if (GetAugment(i))
flag = GetAugment(i)->GetItemElementalFlag();
if (flag)
return flag;
}
}
}
return flag;
}
int EQ::ItemInstance::GetItemElementalDamage(bool augments) const
{
int64 damage = 0;
const auto item = GetItem();
if (item) {
damage = item->ElemDmgAmt;
if (damage)
return damage;
if (augments) {
for (int i = invaug::SOCKET_BEGIN; i <= invaug::SOCKET_END; ++i) {
if (GetAugment(i))
damage = GetAugment(i)->GetItemElementalDamage();
if (damage)
return damage;
}
}
}
return damage;
}
int EQ::ItemInstance::GetItemRecommendedLevel(bool augments) const
{
int level = 0;
const auto item = GetItem();
if (item) {
level = item->RecLevel;
if (augments) {
for (int i = invaug::SOCKET_BEGIN; i <= invaug::SOCKET_END; ++i) {
int temp = 0;
if (GetAugment(i)) {
temp = GetAugment(i)->GetItemRecommendedLevel();
if (temp > level)
level = temp;
}
}
}
}
return level;
}
int EQ::ItemInstance::GetItemRequiredLevel(bool augments) const
{
int level = 0;
const auto item = GetItem();
if (item) {
level = item->ReqLevel;
if (augments) {
for (int i = invaug::SOCKET_BEGIN; i <= invaug::SOCKET_END; ++i) {
int temp = 0;
if (GetAugment(i)) {
temp = GetAugment(i)->GetItemRequiredLevel();
if (temp > level)
level = temp;
}
}
}
}
return level;
}
int EQ::ItemInstance::GetItemWeaponDamage(bool augments) const
{
int64 damage = 0;
const auto item = GetItem();
if (item) {
damage = item->Damage;
if (augments) {
for (int i = invaug::SOCKET_BEGIN; i <= invaug::SOCKET_END; ++i)
if (GetAugment(i))
damage += GetAugment(i)->GetItemWeaponDamage();
}
}
return damage;
}
int EQ::ItemInstance::GetItemBackstabDamage(bool augments) const
{
int64 damage = 0;
const auto item = GetItem();
if (item) {
damage = item->BackstabDmg;
if (augments) {
for (int i = invaug::SOCKET_BEGIN; i <= invaug::SOCKET_END; ++i)
if (GetAugment(i))
damage += GetAugment(i)->GetItemBackstabDamage();
}
}
return damage;
}
int EQ::ItemInstance::GetItemBaneDamageBody(bool augments) const
{
int body = 0;
const auto item = GetItem();
if (item) {
body = item->BaneDmgBody;
if (body)
return body;
if (augments) {
for (int i = invaug::SOCKET_BEGIN; i <= invaug::SOCKET_END; ++i)
if (GetAugment(i)) {
body = GetAugment(i)->GetItemBaneDamageBody();
if (body)
return body;
}
}
}
return body;
}
int EQ::ItemInstance::GetItemBaneDamageRace(bool augments) const
{
int race = Race::Doug;
const auto item = GetItem();
if (item) {
race = item->BaneDmgRace;
if (race)
return race;
if (augments) {
for (int i = invaug::SOCKET_BEGIN; i <= invaug::SOCKET_END; ++i)
if (GetAugment(i)) {
race = GetAugment(i)->GetItemBaneDamageRace();
if (race)
return race;
}
}
}
return race;
}
int EQ::ItemInstance::GetItemBaneDamageBody(bodyType against, bool augments) const
{
int64 damage = 0;
const auto item = GetItem();
if (item) {
if (item->BaneDmgBody == against)
damage += item->BaneDmgAmt;
if (augments) {
for (int i = invaug::SOCKET_BEGIN; i <= invaug::SOCKET_END; ++i)
if (GetAugment(i))
damage += GetAugment(i)->GetItemBaneDamageBody(against);
}
}
return damage;
}
int EQ::ItemInstance::GetItemBaneDamageRace(uint16 against, bool augments) const
{
int64 damage = 0;
const auto item = GetItem();
if (item) {
if (item->BaneDmgRace == against)
damage += item->BaneDmgRaceAmt;
if (augments) {
for (int i = invaug::SOCKET_BEGIN; i <= invaug::SOCKET_END; ++i)
if (GetAugment(i))
damage += GetAugment(i)->GetItemBaneDamageRace(against);
}
}
return damage;
}
int EQ::ItemInstance::GetItemMagical(bool augments) const
{
const auto item = GetItem();
if (item) {
if (item->Magic)
return 1;
if (augments) {
for (int i = invaug::SOCKET_BEGIN; i <= invaug::SOCKET_END; ++i)
if (GetAugment(i) && GetAugment(i)->GetItemMagical())
return 1;
}
}
return 0;
}
int EQ::ItemInstance::GetItemHP(bool augments) const
{
int hp = 0;
const auto item = GetItem();
if (item) {
hp = item->HP;
if (augments)
for (int i = invaug::SOCKET_BEGIN; i <= invaug::SOCKET_END; ++i)
if (GetAugment(i))
hp += GetAugment(i)->GetItemHP();
}
return hp;
}
int EQ::ItemInstance::GetItemMana(bool augments) const
{
int mana = 0;
const auto item = GetItem();
if (item) {
mana = item->Mana;
if (augments)
for (int i = invaug::SOCKET_BEGIN; i <= invaug::SOCKET_END; ++i)
if (GetAugment(i))
mana += GetAugment(i)->GetItemMana();
}
return mana;
}
int EQ::ItemInstance::GetItemEndur(bool augments) const
{
int endur = 0;
const auto item = GetItem();
if (item) {
endur = item->Endur;
if (augments)
for (int i = invaug::SOCKET_BEGIN; i <= invaug::SOCKET_END; ++i)
if (GetAugment(i))
endur += GetAugment(i)->GetItemEndur();
}
return endur;
}
int EQ::ItemInstance::GetItemAttack(bool augments) const
{
int atk = 0;
const auto item = GetItem();
if (item) {
atk = item->Attack;
if (augments)
for (int i = invaug::SOCKET_BEGIN; i <= invaug::SOCKET_END; ++i)
if (GetAugment(i))
atk += GetAugment(i)->GetItemAttack();
}
return atk;
}
int EQ::ItemInstance::GetItemStr(bool augments) const
{
int str = 0;
const auto item = GetItem();
if (item) {
str = item->AStr;
if (augments)
for (int i = invaug::SOCKET_BEGIN; i <= invaug::SOCKET_END; ++i)
if (GetAugment(i))
str += GetAugment(i)->GetItemStr();
}
return str;
}
int EQ::ItemInstance::GetItemSta(bool augments) const
{
int sta = 0;
const auto item = GetItem();
if (item) {
sta = item->ASta;
if (augments)
for (int i = invaug::SOCKET_BEGIN; i <= invaug::SOCKET_END; ++i)
if (GetAugment(i))
sta += GetAugment(i)->GetItemSta();
}
return sta;
}
int EQ::ItemInstance::GetItemDex(bool augments) const
{
int total = 0;
const auto item = GetItem();
if (item) {
total = item->ADex;
if (augments)
for (int i = invaug::SOCKET_BEGIN; i <= invaug::SOCKET_END; ++i)
if (GetAugment(i))
total += GetAugment(i)->GetItemDex();
}
return total;
}
int EQ::ItemInstance::GetItemAgi(bool augments) const
{
int total = 0;
const auto item = GetItem();
if (item) {
total = item->AAgi;
if (augments)
for (int i = invaug::SOCKET_BEGIN; i <= invaug::SOCKET_END; ++i)
if (GetAugment(i))
total += GetAugment(i)->GetItemAgi();
}
return total;
}
int EQ::ItemInstance::GetItemInt(bool augments) const
{
int total = 0;
const auto item = GetItem();
if (item) {
total = item->AInt;
if (augments)
for (int i = invaug::SOCKET_BEGIN; i <= invaug::SOCKET_END; ++i)
if (GetAugment(i))
total += GetAugment(i)->GetItemInt();
}
return total;
}
int EQ::ItemInstance::GetItemWis(bool augments) const
{
int total = 0;
const auto item = GetItem();
if (item) {
total = item->AWis;
if (augments)
for (int i = invaug::SOCKET_BEGIN; i <= invaug::SOCKET_END; ++i)
if (GetAugment(i))
total += GetAugment(i)->GetItemWis();
}
return total;
}
int EQ::ItemInstance::GetItemCha(bool augments) const
{
int total = 0;
const auto item = GetItem();
if (item) {
total = item->ACha;
if (augments)
for (int i = invaug::SOCKET_BEGIN; i <= invaug::SOCKET_END; ++i)
if (GetAugment(i))
total += GetAugment(i)->GetItemCha();
}
return total;
}
int EQ::ItemInstance::GetItemMR(bool augments) const
{
int total = 0;
const auto item = GetItem();
if (item) {
total = item->MR;
if (augments)
for (int i = invaug::SOCKET_BEGIN; i <= invaug::SOCKET_END; ++i)
if (GetAugment(i))
total += GetAugment(i)->GetItemMR();
}
return total;
}
int EQ::ItemInstance::GetItemFR(bool augments) const
{
int total = 0;
const auto item = GetItem();
if (item) {
total = item->FR;
if (augments)
for (int i = invaug::SOCKET_BEGIN; i <= invaug::SOCKET_END; ++i)
if (GetAugment(i))
total += GetAugment(i)->GetItemFR();
}
return total;
}
int EQ::ItemInstance::GetItemCR(bool augments) const
{
int total = 0;
const auto item = GetItem();
if (item) {
total = item->CR;
if (augments)
for (int i = invaug::SOCKET_BEGIN; i <= invaug::SOCKET_END; ++i)
if (GetAugment(i))
total += GetAugment(i)->GetItemCR();
}
return total;
}
int EQ::ItemInstance::GetItemPR(bool augments) const
{
int total = 0;
const auto item = GetItem();
if (item) {
total = item->PR;
if (augments)
for (int i = invaug::SOCKET_BEGIN; i <= invaug::SOCKET_END; ++i)
if (GetAugment(i))
total += GetAugment(i)->GetItemPR();
}
return total;
}
int EQ::ItemInstance::GetItemDR(bool augments) const
{
int total = 0;
const auto item = GetItem();
if (item) {
total = item->DR;
if (augments)
for (int i = invaug::SOCKET_BEGIN; i <= invaug::SOCKET_END; ++i)
if (GetAugment(i))
total += GetAugment(i)->GetItemDR();
}
return total;
}
int EQ::ItemInstance::GetItemCorrup(bool augments) const
{
int total = 0;
const auto item = GetItem();
if (item) {
total = item->SVCorruption;
if (augments)
for (int i = invaug::SOCKET_BEGIN; i <= invaug::SOCKET_END; ++i)
if (GetAugment(i))
total += GetAugment(i)->GetItemCorrup();
}
return total;
}
int EQ::ItemInstance::GetItemHeroicStr(bool augments) const
{
int total = 0;
const auto item = GetItem();
if (item) {
total = item->HeroicStr;
if (augments)
for (int i = invaug::SOCKET_BEGIN; i <= invaug::SOCKET_END; ++i)
if (GetAugment(i))
total += GetAugment(i)->GetItemHeroicStr();
}
return total;
}
int EQ::ItemInstance::GetItemHeroicSta(bool augments) const
{
int total = 0;
const auto item = GetItem();
if (item) {
total = item->HeroicSta;
if (augments)
for (int i = invaug::SOCKET_BEGIN; i <= invaug::SOCKET_END; ++i)
if (GetAugment(i))
total += GetAugment(i)->GetItemHeroicSta();
}
return total;
}
int EQ::ItemInstance::GetItemHeroicDex(bool augments) const
{
int total = 0;
const auto item = GetItem();
if (item) {
total = item->HeroicDex;
if (augments)
for (int i = invaug::SOCKET_BEGIN; i <= invaug::SOCKET_END; ++i)
if (GetAugment(i))
total += GetAugment(i)->GetItemHeroicDex();
}
return total;
}
int EQ::ItemInstance::GetItemHeroicAgi(bool augments) const
{
int total = 0;
const auto item = GetItem();
if (item) {
total = item->HeroicAgi;
if (augments)
for (int i = invaug::SOCKET_BEGIN; i <= invaug::SOCKET_END; ++i)
if (GetAugment(i))
total += GetAugment(i)->GetItemHeroicAgi();
}
return total;
}
int EQ::ItemInstance::GetItemHeroicInt(bool augments) const
{
int total = 0;
const auto item = GetItem();
if (item) {
total = item->HeroicInt;
if (augments)
for (int i = invaug::SOCKET_BEGIN; i <= invaug::SOCKET_END; ++i)
if (GetAugment(i))
total += GetAugment(i)->GetItemHeroicInt();
}
return total;
}
int EQ::ItemInstance::GetItemHeroicWis(bool augments) const
{
int total = 0;
const auto item = GetItem();
if (item) {
total = item->HeroicWis;
if (augments)
for (int i = invaug::SOCKET_BEGIN; i <= invaug::SOCKET_END; ++i)
if (GetAugment(i))
total += GetAugment(i)->GetItemHeroicWis();
}
return total;
}
int EQ::ItemInstance::GetItemHeroicCha(bool augments) const
{
int total = 0;
const auto item = GetItem();
if (item) {
total = item->HeroicCha;
if (augments)
for (int i = invaug::SOCKET_BEGIN; i <= invaug::SOCKET_END; ++i)
if (GetAugment(i))
total += GetAugment(i)->GetItemHeroicCha();
}
return total;
}
int EQ::ItemInstance::GetItemHeroicMR(bool augments) const
{
int total = 0;
const auto item = GetItem();
if (item) {
total = item->HeroicMR;
if (augments)
for (int i = invaug::SOCKET_BEGIN; i <= invaug::SOCKET_END; ++i)
if (GetAugment(i))
total += GetAugment(i)->GetItemHeroicMR();
}
return total;
}
int EQ::ItemInstance::GetItemHeroicFR(bool augments) const
{
int total = 0;
const auto item = GetItem();
if (item) {
total = item->HeroicFR;
if (augments)
for (int i = invaug::SOCKET_BEGIN; i <= invaug::SOCKET_END; ++i)
if (GetAugment(i))
total += GetAugment(i)->GetItemHeroicFR();
}
return total;
}
int EQ::ItemInstance::GetItemHeroicCR(bool augments) const
{
int total = 0;
const auto item = GetItem();
if (item) {
total = item->HeroicCR;
if (augments)
for (int i = invaug::SOCKET_BEGIN; i <= invaug::SOCKET_END; ++i)
if (GetAugment(i))
total += GetAugment(i)->GetItemHeroicCR();
}
return total;
}
int EQ::ItemInstance::GetItemHeroicPR(bool augments) const
{
int total = 0;
const auto item = GetItem();
if (item) {
total = item->HeroicPR;
if (augments)
for (int i = invaug::SOCKET_BEGIN; i <= invaug::SOCKET_END; ++i)
if (GetAugment(i))
total += GetAugment(i)->GetItemHeroicPR();
}
return total;
}
int EQ::ItemInstance::GetItemHeroicDR(bool augments) const
{
int total = 0;
const auto item = GetItem();
if (item) {
total = item->HeroicDR;
if (augments)
for (int i = invaug::SOCKET_BEGIN; i <= invaug::SOCKET_END; ++i)
if (GetAugment(i))
total += GetAugment(i)->GetItemHeroicDR();
}
return total;
}
int EQ::ItemInstance::GetItemHeroicCorrup(bool augments) const
{
int total = 0;
const auto item = GetItem();
if (item) {
total = item->HeroicSVCorrup;
if (augments)
for (int i = invaug::SOCKET_BEGIN; i <= invaug::SOCKET_END; ++i)
if (GetAugment(i))
total += GetAugment(i)->GetItemHeroicCorrup();
}
return total;
}
int EQ::ItemInstance::GetItemHaste(bool augments) const
{
int total = 0;
const auto item = GetItem();
if (item) {
total = item->Haste;
if (augments)
for (int i = invaug::SOCKET_BEGIN; i <= invaug::SOCKET_END; ++i)
if (GetAugment(i)) {
int temp = GetAugment(i)->GetItemHaste();
if (temp > total)
total = temp;
}
}
return total;
}
int EQ::ItemInstance::RemoveTaskDeliveredItems()
{
int count = IsStackable() ? GetCharges() : 1;
count -= GetTaskDeliveredCount();
if (IsStackable())
{
SetCharges(count);
}
SetTaskDeliveredCount(0);
return count;
}
uint32 EQ::ItemInstance::GetItemGuildFavor() const
{
uint32 total = 0;
const auto item = GetItem();
if (item) {
return total = item->GuildFavor;
}
return 0;
}
//
// class EvolveInfo
//
EvolveInfo::EvolveInfo() {
// nothing here yet
}
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) {
FirstItem = first;
MaxLvl = max;
AllKills = allkills;
LvlKills[0] = L2;
LvlKills[1] = L3;
LvlKills[2] = L4;
LvlKills[3] = L5;
LvlKills[4] = L6;
LvlKills[5] = L7;
LvlKills[6] = L8;
LvlKills[7] = L9;
LvlKills[8] = L10;
}
EvolveInfo::~EvolveInfo() {
}