Files
l2-unlegits/L2C_Server/world/templates/item/L2ItemTemplate.cpp
2012-02-01 05:25:08 +00:00

192 lines
8.9 KiB
C++

#include "pch.h"
#include "L2ItemTemplate.h"
#include "l2c_utils.h"
#include "Log.h"
L2ItemTemplate::L2ItemTemplate( L2ItemType itemType, L2ItemSubType subType, StatsSet& set )
{
m_type = itemType;
m_subType = subType;
int temp_i;
// id
set.getInt( "item_id", &m_itemId );
// name
std::wstring wstr_name;
set.getWString( "name", wstr_name );
m_name = NULL;
if( wstr_name.length() > 0 )
m_name = _wcsdup( wstr_name.c_str() );
set.getInt( "type1", &m_type1, 0 );
set.getInt( "type2", &m_type2, 0 );
set.getInt( "weight", &m_weight, 0 );
set.getBool( "crystallizable", &m_crystallizable, false );
set.getBool( "stackable", &m_stackable, false );
set.getInt( "material", (int *)&m_materialType );
set.getInt( "crystal_type", (int *)&m_crystalType, (int)CRYSTAL_NONE ); // default to none-grade
set.getInt( "duration", &m_duration ); // default 0 or -1?
set.getInt( "time", &m_time ); // default seems to be -1
set.getInt( "bodypart", &temp_i );
m_bodyPart = (L2ItemSlot)temp_i;
set.getInt( "price", &m_referencePrice );
set.getInt( "crystal_count", &m_crystalCount, 0 );
set.getBool( "sellable", &m_sellable, true );
set.getBool( "dropable", &m_dropable, true );
set.getBool( "destroyable", &m_destroyable, true );
set.getBool( "tradeable", &m_tradeable, true );
// checks by item id
m_common = (m_itemId >= 12006 && m_itemId <= 12361) || (m_itemId >= 11605 && m_itemId <= 12308);
m_heroItem = (m_itemId >= 6611 && m_itemId <= 6621) || (m_itemId >= 9388 && m_itemId <= 9390) || m_itemId == 6842;
m_pvpItem = (m_itemId >= 10667 && m_itemId <= 10792) || (m_itemId >= 10793 && m_itemId <= 10835) || (m_itemId >= 12852 && m_itemId <= 12977) || (m_itemId >= 14363 && m_itemId <= 14519) || (m_itemId >= 14520 && m_itemId <= 14525) || m_itemId == 14528 || m_itemId == 14529 || m_itemId == 14558;
}
L2ItemTemplate::~L2ItemTemplate()
{
if( m_name )
{
free( m_name );
m_name = NULL;
}
}
L2ItemSubType L2ItemTemplate::getArmorTypeByName( const char *name )
{
L2ItemSubType ret = SYBTYPE_INCORRECT;
if( !name ) return ret;
if( _stricmp( name, "none" ) == 0 ) ret = ARMOR_NONE;
else if( _stricmp( name, "light" ) == 0 ) ret = ARMOR_LIGHT;
else if( _stricmp( name, "heavy" ) == 0 ) ret = ARMOR_HEAVY;
else if( _stricmp( name, "magic" ) == 0 ) ret = ARMOR_MAGIC;
else if( _stricmp( name, "pet" ) == 0 ) ret = ARMOR_PET;
else if( _stricmp( name, "sigil" ) == 0 ) ret = ARMOR_SIGIL;
if( ret == SYBTYPE_INCORRECT )
LogWarning( L"L2ItemTemplate::getArmorTypeByName(): unknown name [%S]", name );
return ret;
}
L2ItemSubType L2ItemTemplate::getWeaponTypeByName( const char *name )
{
L2ItemSubType ret = SYBTYPE_INCORRECT;
if( !name ) return ret;
if( _stricmp( name, "none" ) == 0 ) ret = WEAPON_NONE; // shield
else if( _stricmp( name, "sword" ) == 0 ) ret = WEAPON_SWORD;
else if( _stricmp( name, "blunt" ) == 0 ) ret = WEAPON_BLUNT;
else if( _stricmp( name, "dagger" ) == 0 ) ret = WEAPON_DAGGER;
else if( _stricmp( name, "bow" ) == 0 ) ret = WEAPON_BOW;
else if( _stricmp( name, "pole" ) == 0 ) ret = WEAPON_POLE;
else if( _stricmp( name, "etc" ) == 0 ) ret = WEAPON_ETC;
else if( _stricmp( name, "fist" ) == 0 ) ret = WEAPON_FIST;
else if( _stricmp( name, "dual" ) == 0 ) ret = WEAPON_DUAL;
else if( _stricmp( name, "dualfist" ) == 0 ) ret = WEAPON_DUALFIST;
else if( _stricmp( name, "bigsword" ) == 0 ) ret = WEAPON_BIGSWORD;
else if( _stricmp( name, "pet" ) == 0 ) ret = WEAPON_PET;
else if( _stricmp( name, "rod" ) == 0 ) ret = WEAPON_ROD;
else if( _stricmp( name, "bigblunt" ) == 0 ) ret = WEAPON_BIGBLUNT;
else if( _stricmp( name, "ancient" ) == 0 ) ret = WEAPON_ANCIENT_SWORD;
else if( _stricmp( name, "crossbow" ) == 0 ) ret = WEAPON_CROSSBOW;
else if( _stricmp( name, "rapier" ) == 0 ) ret = WEAPON_RAPIER;
else if( _stricmp( name, "dualdagger" ) == 0 ) ret = WEAPON_DUAL_DAGGER;
if( ret == SYBTYPE_INCORRECT )
LogWarning( L"L2ItemTemplate::getWeaponTypeByName(): unknown name [%S]", name );
return ret;
}
L2ItemSlot L2ItemTemplate::getSlotByName( const char *name )
{
if( !name ) return SLOT_NONE;
L2ItemSlot ret = SLOT_NONE;
//
if( _stricmp( name, "shirt" ) == 0 ) ret = SLOT_UNDERWEAR;
else if( _stricmp( name, "lbracelet" ) == 0 ) ret = SLOT_L_BRACELET;
else if( _stricmp( name, "rbracelet" ) == 0 ) ret = SLOT_R_BRACELET;
else if( _stricmp( name, "talisman" ) == 0 ) ret = SLOT_DECO;
else if( _stricmp( name, "chest" ) == 0 ) ret = SLOT_CHEST;
else if( _stricmp( name, "fullarmor" ) == 0 ) ret = SLOT_FULL_ARMOR;
else if( _stricmp( name, "head" ) == 0 ) ret = SLOT_HEAD;
else if( _stricmp( name, "hair" ) == 0 ) ret = SLOT_HAIR;
else if( _stricmp( name, "face" ) == 0 ) ret = SLOT_HAIR2;
else if( _stricmp( name, "hair2" ) == 0 ) ret = SLOT_HAIR2;
else if( _stricmp( name, "dhair" ) == 0 ) ret = SLOT_HAIRALL;
else if( _stricmp( name, "hairall" ) == 0 ) ret = SLOT_HAIRALL;
else if( _stricmp( name, "underwear" ) == 0 ) ret = SLOT_UNDERWEAR;
else if( _stricmp( name, "back" ) == 0 ) ret = SLOT_BACK;
else if( _stricmp( name, "neck" ) == 0 ) ret = SLOT_NECK;
else if( _stricmp( name, "legs" ) == 0 ) ret = SLOT_LEGS;
else if( _stricmp( name, "feet" ) == 0 ) ret = SLOT_FEET;
else if( _stricmp( name, "gloves" ) == 0 ) ret = SLOT_GLOVES;
//else if( _stricmp( name, "chest,legs" ) == 0 ) ret = SLOT_CHEST | SLOT_LEGS;
else if( _stricmp( name, "belt" ) == 0 ) ret = SLOT_BELT;
else if( _stricmp( name, "rhand" ) == 0 ) ret = SLOT_R_HAND;
else if( _stricmp( name, "lhand" ) == 0 ) ret = SLOT_L_HAND;
else if( _stricmp( name, "lrhand" ) == 0 ) ret = SLOT_LR_HAND;
//else if( _stricmp( name, "rear,lear" ) == 0 ) ret = SLOT_R_EAR | SLOT_L_EAR;
//else if( _stricmp( name, "rfinger,lfinger" ) == 0 ) ret = SLOT_R_FINGER | SLOT_L_FINGER;
else if( _stricmp( name, "wolf" ) == 0 ) ret = SLOT_WOLF;
else if( _stricmp( name, "greatwolf" ) == 0 ) ret = SLOT_GREATWOLF;
else if( _stricmp( name, "hatchling" ) == 0 ) ret = SLOT_HATCHLING;
else if( _stricmp( name, "strider" ) == 0 ) ret = SLOT_STRIDER;
else if( _stricmp( name, "babypet" ) == 0 ) ret = SLOT_BABYPET;
else if( _stricmp( name, "none" ) == 0 ) ret = SLOT_NONE;
//
if( ret == -1 )
{
LogError( L"L2ItemTemplate::getSlotIdByName(): unknown bodypart slot name [%S]", name );
return SLOT_NONE;
}
return ret;
}
L2ItemMaterial L2ItemTemplate::getMaterialByName( const char *name )
{
if( !name ) return MATERIAL_NONE;
L2ItemMaterial ret = MATERIAL_NONE;
if( _stricmp( name, "steel" ) == 0 ) ret = MATERIAL_STEEL;
else if( _stricmp( name, "fine_steel" ) == 0 ) ret = MATERIAL_FINE_STEEL;
else if( _stricmp( name, "blood_steel" ) == 0 ) ret = MATERIAL_BLOOD_STEEL;
else if( _stricmp( name, "bronze" ) == 0 ) ret = MATERIAL_BRONZE;
else if( _stricmp( name, "silver" ) == 0 ) ret = MATERIAL_SILVER;
else if( _stricmp( name, "gold" ) == 0 ) ret = MATERIAL_GOLD;
else if( _stricmp( name, "mithril" ) == 0 ) ret = MATERIAL_MITHRIL;
else if( _stricmp( name, "oriharukon" ) == 0 ) ret = MATERIAL_ORIHARUKON;
else if( _stricmp( name, "paper" ) == 0 ) ret = MATERIAL_PAPER;
else if( _stricmp( name, "wood" ) == 0 ) ret = MATERIAL_WOOD;
else if( _stricmp( name, "cloth" ) == 0 ) ret = MATERIAL_CLOTH;
else if( _stricmp( name, "leather" ) == 0 ) ret = MATERIAL_LEATHER;
else if( _stricmp( name, "bone" ) == 0 ) ret = MATERIAL_BONE;
else if( _stricmp( name, "horn" ) == 0 ) ret = MATERIAL_HORN;
else if( _stricmp( name, "damascus" ) == 0 ) ret = MATERIAL_DAMASCUS;
else if( _stricmp( name, "adamantaite" ) == 0 ) ret = MATERIAL_ADAMANTAITE;
else if( _stricmp( name, "chrysolite" ) == 0 ) ret = MATERIAL_CHRYSOLITE;
else if( _stricmp( name, "crystal" ) == 0 ) ret = MATERIAL_CRYSTAL;
else if( _stricmp( name, "liquid" ) == 0 ) ret = MATERIAL_LIQUID;
else if( _stricmp( name, "scale_of_dragon" ) == 0 ) ret = MATERIAL_SCALE_OF_DRAGON;
else if( _stricmp( name, "dyestuff" ) == 0 ) ret = MATERIAL_DYESTUFF;
else if( _stricmp( name, "cobweb" ) == 0 ) ret = MATERIAL_COBWEB;
else if( _stricmp( name, "seed" ) == 0 ) ret = MATERIAL_SEED;
else if( _stricmp( name, "cotton" ) == 0 ) ret = MATERIAL_COTTON;
else
{
LogError( L"L2ItemTemplate::getMaterialIdByName(): unknown material name [%S]", name );
}
return ret;
}
L2ItemCrystal L2ItemTemplate::getCrystalTypeByName( const char *name )
{
if( !name ) return CRYSTAL_NONE;
L2ItemCrystal ret = CRYSTAL_NONE;
if( _stricmp( name, "none" ) == 0 ) ret = CRYSTAL_NONE;
else if( _stricmp( name, "a" ) == 0 ) ret = CRYSTAL_A;
else if( _stricmp( name, "b" ) == 0 ) ret = CRYSTAL_B;
else if( _stricmp( name, "c" ) == 0 ) ret = CRYSTAL_C;
else if( _stricmp( name, "d" ) == 0 ) ret = CRYSTAL_D;
else if( _stricmp( name, "s" ) == 0 ) ret = CRYSTAL_S;
else if( _stricmp( name, "s80" ) == 0 ) ret = CRYSTAL_S80;
else if( _stricmp( name, "s84" ) == 0 ) ret = CRYSTAL_S84;
else
{
LogError( L"L2ItemTemplate::getCrystalTypeByName(): unknown crystal name [%S]", name );
}
return ret;
}