OpenFusion/src/ItemManager.hpp

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#pragma once
#include "CNShardServer.hpp"
#include "Player.hpp"
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struct CrocPotEntry {
int multStats, multLooks;
float base, rd0, rd1, rd2, rd3;
};
struct Crate {
int rarityRatioId;
std::vector<int> itemSets;
};
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namespace ItemManager {
enum class SlotType {
EQUIP = 0,
INVENTORY = 1,
BANK = 3
};
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struct Item {
bool tradeable, sellable;
int buyPrice, sellPrice;
int stackSize, level, rarity;
int pointDamage, groupDamage, fireRate, defense, gender;
int weaponType;
// TODO: implement more as needed
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};
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// hopefully this is fine since it's never modified after load
extern std::map<std::pair<int32_t, int32_t>, Item> ItemData; // <id, type> -> data
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extern std::map<int32_t, CrocPotEntry> CrocPotTable; // level gap -> entry
extern std::map<int32_t, std::vector<int>> RarityRatios;
extern std::map<int32_t, Crate> Crates;
// pair <Itemset, Rarity> -> vector of pointers (map iterators) to records in ItemData (it looks a lot scarier than it is)
extern std::map<std::pair<int32_t, int32_t>,
std::vector<std::map<std::pair<int32_t, int32_t>, Item>::iterator>> CrateItems;
extern std::map<std::string, std::vector<std::pair<int32_t, int32_t>>> CodeItems; // code -> vector of <id, type>
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void init();
// crate opening logic with all helper functions
int getItemSetId(Crate& crate, int crateId);
int getRarity(Crate& crate, int itemSetId);
int getCrateItem(sItemBase& reward, int itemSetId, int rarity, int playerGender);
int findFreeSlot(Player *plr);
Item* getItemData(int32_t id, int32_t type);
void checkItemExpire(CNSocket* sock, Player* player);
void setItemStats(Player* plr);
void updateEquips(CNSocket* sock, Player* plr);
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#ifdef ACADEMY
extern std::map<int32_t, int32_t> NanoCapsules; // crate id -> nano id
#endif
}