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https://github.com/OpenFusionProject/OpenFusion.git
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68 lines
2.7 KiB
C++
68 lines
2.7 KiB
C++
#pragma once
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#include "CNShardServer.hpp"
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#include "Player.hpp"
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struct VendorListing {
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int sort, type, iID;
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};
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struct CrocPotEntry {
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int multStats, multLooks;
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float base, rd0, rd1, rd2, rd3;
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};
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struct Crate {
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int rarityRatioId;
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std::vector<int> itemSets;
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};
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namespace ItemManager {
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enum class SlotType {
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EQUIP = 0,
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INVENTORY = 1,
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BANK = 3
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};
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struct Item {
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bool tradeable, sellable;
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int buyPrice, sellPrice, stackSize, level, rarity, pointDamage, groupDamage, defense, gender; // TODO: implement more as needed
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};
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// hopefully this is fine since it's never modified after load
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extern std::map<std::pair<int32_t, int32_t>, Item> ItemData; // <id, type> -> data
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extern std::map<int32_t, std::vector<VendorListing>> VendorTables;
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extern std::map<int32_t, CrocPotEntry> CrocPotTable; // level gap -> entry
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extern std::map<int32_t, std::vector<int>> RarityRatios;
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extern std::map<int32_t, Crate> Crates;
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// pair <Itemset, Rarity> -> vector of pointers (map iterators) to records in ItemData (it looks a lot scarier than it is)
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extern std::map<std::pair<int32_t, int32_t>,
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std::vector<std::map<std::pair<int32_t, int32_t>, Item>::iterator>> CrateItems;
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void init();
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void itemMoveHandler(CNSocket* sock, CNPacketData* data);
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void itemDeleteHandler(CNSocket* sock, CNPacketData* data);
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void itemGMGiveHandler(CNSocket* sock, CNPacketData* data);
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void itemUseHandler(CNSocket* sock, CNPacketData* data);
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// Bank
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void itemBankOpenHandler(CNSocket* sock, CNPacketData* data);
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void itemTradeOfferHandler(CNSocket* sock, CNPacketData* data);
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void itemTradeOfferAcceptHandler(CNSocket* sock, CNPacketData* data);
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void itemTradeOfferRefusalHandler(CNSocket* sock, CNPacketData* data);
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void itemTradeConfirmHandler(CNSocket* sock, CNPacketData* data);
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void itemTradeConfirmCancelHandler(CNSocket* sock, CNPacketData* data);
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void itemTradeRegisterItemHandler(CNSocket* sock, CNPacketData* data);
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void itemTradeUnregisterItemHandler(CNSocket* sock, CNPacketData* data);
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void itemTradeRegisterCashHandler(CNSocket* sock, CNPacketData* data);
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void itemTradeChatHandler(CNSocket* sock, CNPacketData* data);
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void chestOpenHandler(CNSocket* sock, CNPacketData* data);
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// crate opening logic with all helper functions
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int getItemSetId(Crate& crate, int crateId);
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int getRarity(Crate& crate, int itemSetId);
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int getCrateItem(sItemBase& reward, int itemSetId, int rarity, int playerGender);
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int findFreeSlot(Player *plr);
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Item* getItemData(int32_t id, int32_t type);
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void checkItemExpire(CNSocket* sock, Player* player);
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void setItemStats(Player* plr);
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void updateEquips(CNSocket* sock, Player* plr);
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}
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