// Copyright (c) Athena Dev Teams - Licensed under GNU GPL // For more information, see LICENCE in the main folder #ifndef _ITEMDB_H_ #define _ITEMDB_H_ #include "map.h" struct item_data { int nameid; char name[ITEM_NAME_LENGTH],jname[ITEM_NAME_LENGTH]; char prefix[NAME_LENGTH],suffix[NAME_LENGTH]; char cardillustname[64]; int value_buy; int value_sell; int type; int maxchance; //For logs, for external game info, for scripts: Max drop chance of this item (e.g. 0.01% , etc.. if it = 0, then monsters don't drop it) [Lupus] int sex; int equip; int weight; int atk; int def; int range; int slot; int look; int elv; int wlv; //Lupus: I rearranged order of these fields due to compatibility with ITEMINFO script command // some script commands should be revised as well... unsigned short class_base[3]; //Specifies if the base can wear this item (split in 3 indexes per type: 1-1, 2-1, 2-2) unsigned class_upper : 3; //Specifies if the upper-type can equip it (1: normal, 2: upper, 3: baby) unsigned char *script; // 攻撃,防御の属性設定もこの中で可能かな? struct { unsigned available : 1; unsigned value_notdc : 1; unsigned value_notoc : 1; unsigned no_equip : 3; unsigned no_use : 1; unsigned no_refine : 1; // [celest] unsigned delay_consume : 1; // Signifies items that are not consumed inmediately upon double-click [Skotlex] unsigned trade_restriction : 7; //Item restrictions mask [Skotlex] } flag; short gm_lv_trade_override; //GM-level to override trade_restriction int view_id; }; struct random_item_data { int nameid; int per; }; struct item_group { int qty; //Counts amount of items in the group. int id[30]; // 120 bytes }; struct item_data* itemdb_searchname(const char *name); struct item_data* itemdb_search(int nameid); struct item_data* itemdb_exists(int nameid); #define itemdb_type(n) itemdb_search(n)->type #define itemdb_atk(n) itemdb_search(n)->atk #define itemdb_def(n) itemdb_search(n)->def #define itemdb_look(n) itemdb_search(n)->look #define itemdb_weight(n) itemdb_search(n)->weight #define itemdb_equip(n) itemdb_search(n)->equip #define itemdb_usescript(n) itemdb_search(n)->script #define itemdb_equipscript(n) itemdb_search(n)->script #define itemdb_wlv(n) itemdb_search(n)->wlv #define itemdb_range(n) itemdb_search(n)->range #define itemdb_slot(n) itemdb_search(n)->slot #define itemdb_available(n) (itemdb_exists(n) && itemdb_search(n)->flag.available) #define itemdb_viewid(n) (itemdb_search(n)->view_id) int itemdb_group(int nameid); int itemdb_searchrandomid(int flags); int itemdb_searchrandomgroup(int groupid); #define itemdb_value_buy(n) itemdb_search(n)->value_buy #define itemdb_value_sell(n) itemdb_search(n)->value_sell #define itemdb_value_notdc(n) itemdb_search(n)->flag.value_notdc #define itemdb_value_notoc(n) itemdb_search(n)->flag.value_notoc #define itemdb_canrefine(n) itemdb_search(n)->flag.no_refine //Item trade restrictions [Skotlex] int itemdb_isdropable(int nameid, int gmlv); int itemdb_cantrade(int nameid, int gmlv, int gmlv2); int itemdb_cansell(int nameid, int gmlv); int itemdb_canstore(int nameid, int gmlv); int itemdb_canguildstore(int nameid, int gmlv); int itemdb_cancartstore(int nameid, int gmlv); int itemdb_canpartnertrade(int nameid, int gmlv, int gmlv2); int itemdb_isequip(int); int itemdb_isequip2(struct item_data *); int itemdb_isequip3(int); // itemdb_equipマクロとitemdb_equippointとの違いは // 前者が鯖側dbで定義された値そのものを返すのに対し // 後者はsessiondataを考慮した鞍側での装備可能場所 // すべての組み合わせを返す void itemdb_reload(void); void do_final_itemdb(void); int do_init_itemdb(void); #endif