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items.h
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//////////////////////////////////////////////////////////////////////
// OpenTibia - an opensource roleplaying game
//////////////////////////////////////////////////////////////////////
// The database of items.
//////////////////////////////////////////////////////////////////////
// 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 2
// 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, write to the Free Software Foundation,
// Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
//////////////////////////////////////////////////////////////////////
#ifndef __OTSERV_ITEMS_H__
#define __OTSERV_ITEMS_H__
#include "definitions.h"
#include "const.h"
#include "enums.h"
#include "itemloader.h"
#include "position.h"
#include <map>
#define SLOTP_WHEREEVER 0xFFFFFFFF
#define SLOTP_HEAD 1
#define SLOTP_NECKLACE 2
#define SLOTP_BACKPACK 4
#define SLOTP_ARMOR 8
#define SLOTP_RIGHT 16
#define SLOTP_LEFT 32
#define SLOTP_LEGS 64
#define SLOTP_FEET 128
#define SLOTP_RING 256
#define SLOTP_AMMO 512
#define SLOTP_DEPOT 1024
#define SLOTP_TWO_HAND 2048
enum ItemTypes_t {
ITEM_TYPE_NONE = 0,
ITEM_TYPE_DEPOT,
ITEM_TYPE_MAILBOX,
ITEM_TYPE_TRASHHOLDER,
ITEM_TYPE_CONTAINER,
ITEM_TYPE_DOOR,
ITEM_TYPE_MAGICFIELD,
ITEM_TYPE_TELEPORT,
ITEM_TYPE_BED,
ITEM_TYPE_KEY,
ITEM_TYPE_RUNE,
ITEM_TYPE_LAST
};
struct Abilities{
Abilities();
struct Absorb {
int16_t resistances[COMBAT_COUNT];
bool any() const;
bool reduce(CombatType_t type, int32_t& dmg) const;
std::ostream& getDescription(std::ostream& os) const;
protected:
std::ostream& getDescription(std::ostream& os, bool& first, int32_t combat_type) const;
} absorb;
//extra skill modifiers
struct Skill {
int16_t upgrades[SKILL_LAST+1];
bool any() const;
std::ostream& getDescription(std::ostream& os) const;
protected:
std::ostream& getDescription(std::ostream& os, bool& first, int32_t type) const;
} skill;
//elemental damage
CombatType_t elementType;
int16_t elementDamage;
//stats modifiers
int32_t stats[STAT_LAST + 1];
int32_t statsPercent[STAT_LAST + 1];
int32_t speed;
bool manaShield;
bool invisible;
bool regeneration;
uint32_t healthGain;
uint32_t healthTicks;
uint32_t manaGain;
uint32_t manaTicks;
uint32_t conditionImmunities;
uint32_t conditionSuppressions;
bool preventItemLoss;
bool preventSkillLoss;
};
class Condition;
class ItemType {
private:
//It is private because calling it can cause unexpected results
ItemType(const ItemType& it){};
public:
ItemType();
~ItemType();
itemgroup_t group;
ItemTypes_t type;
std::string getDescription(uint8_t count) const;
bool isGroundTile() const {return (group == ITEM_GROUP_GROUND);}
bool isContainer() const {return (group == ITEM_GROUP_CONTAINER);}
bool isSplash() const {return (group == ITEM_GROUP_SPLASH);}
bool isFluidContainer() const {return (group == ITEM_GROUP_FLUID);}
bool isDoor() const {return (type == ITEM_TYPE_DOOR);}
bool isMagicField() const {return (type == ITEM_TYPE_MAGICFIELD);}
bool isTeleport() const {return (type == ITEM_TYPE_TELEPORT);}
bool isKey() const {return (type == ITEM_TYPE_KEY);}
bool isDepot() const {return (type == ITEM_TYPE_DEPOT);}
bool isMailbox() const {return (type == ITEM_TYPE_MAILBOX);}
bool isTrashHolder() const {return (type == ITEM_TYPE_TRASHHOLDER);}
bool isRune() const {return (type == ITEM_TYPE_RUNE);}
bool hasSubType() const {return (isFluidContainer() || isSplash() || stackable || charges != 0);}
//[ added for beds system
bool isBed() const {return type == ITEM_TYPE_BED;}
Direction bedPartnerDir;
uint16_t maleSleeperID;
uint16_t femaleSleeperID;
uint16_t noSleeperID;
//]
uint16_t id;
uint16_t clientId;
std::string name;
std::string article;
std::string pluralName;
std::string description;
uint16_t maxItems;
float weight;
bool showCount;
WeaponType_t weaponType;
Ammo_t amuType;
ShootType_t shootType;
MagicEffectClasses magicEffect;
int32_t attack;
int32_t defense;
int32_t extraDef;
int32_t armor;
uint16_t slot_position;
uint16_t wield_position;
bool isVertical;
bool isHorizontal;
bool isHangable;
bool allowDistRead;
bool lookThrough;
uint16_t speed;
int32_t decayTo;
uint32_t decayTime;
bool stopTime;
RaceType_t corpseType;
bool canReadText;
bool canWriteText;
uint16_t maxTextLen;
uint16_t writeOnceItemId;
bool stackable;
bool useable;
bool moveable;
bool alwaysOnTop;
int32_t alwaysOnTopOrder;
bool pickupable;
bool rotable;
int32_t rotateTo;
int32_t runeMagLevel;
int32_t runeLevel;
std::string runeSpellName;
uint32_t wieldInfo;
std::string vocationString;
uint32_t minReqLevel;
uint32_t minReqMagicLevel;
int32_t lightLevel;
int32_t lightColor;
bool floorChangeDown;
bool floorChangeNorth;
bool floorChangeSouth;
bool floorChangeEast;
bool floorChangeWest;
bool hasHeight;
bool blockSolid;
bool blockPickupable;
bool blockProjectile;
bool blockPathFind;
bool allowPickupable;
unsigned short transformEquipTo;
unsigned short transformDeEquipTo;
bool showDuration;
bool showCharges;
uint32_t charges;
int32_t breakChance;
int32_t hitChance;
int32_t maxHitChance;
uint32_t shootRange;
AmmoAction_t ammoAction;
int32_t fluidSource;
uint32_t currency;
Abilities abilities;
Condition* condition;
CombatType_t combatType;
bool replaceable;
};
template<typename A>
class Array{
public:
Array(uint32_t n);
~Array();
A getElement(uint32_t id);
const A getElement(uint32_t id) const;
void addElement(A a, uint32_t pos);
uint32_t size() {return m_size;}
private:
A* m_data;
uint32_t m_size;
};
class Items{
public:
Items();
~Items();
bool reload();
void clear();
int loadFromOtb(std::string);
const ItemType& operator[](int32_t id) const {return getItemType(id);}
const ItemType& getItemType(int32_t id) const;
ItemType& getItemType(int32_t id);
const ItemType& getItemIdByClientId(int32_t spriteId) const;
int32_t getItemIdByName(const std::string& name);
static uint32_t dwMajorVersion;
static uint32_t dwMinorVersion;
static uint32_t dwBuildNumber;
bool loadFromXml(const std::string& datadir);
void addItemType(ItemType* iType);
const ItemType* getElement(uint32_t id) const {return items.getElement(id);}
uint32_t size() {return items.size();}
std::map<uint32_t, ItemType*> currencyMap;
protected:
typedef std::map<int32_t, int32_t> ReverseItemMap;
ReverseItemMap reverseItemMap;
Array<ItemType*> items;
std::string m_datadir;
};
template<typename A>
inline Array<A>::Array(uint32_t n)
{
m_data = (A*)malloc(sizeof(A)*n);
memset(m_data, 0, sizeof(A)*n);
m_size = n;
}
template<typename A>
inline Array<A>::~Array()
{
free(m_data);
}
template<typename A>
inline A Array<A>::getElement(uint32_t id)
{
if(id < m_size){
return m_data[id];
}
else{
return 0;
}
}
template<typename A>
inline const A Array<A>::getElement(uint32_t id) const
{
if(id < m_size){
return m_data[id];
}
else{
return 0;
}
}
template<typename A>
inline void Array<A>::addElement(A a, uint32_t pos)
{
#define INCREMENT 5000
if(pos >= m_size){
m_data = (A*)realloc(m_data, sizeof(A)*(pos + INCREMENT));
memset(m_data + m_size, 0, sizeof(A)*(pos + INCREMENT - m_size));
m_size = pos + INCREMENT;
}
m_data[pos] = a;
}
#endif