📄 itemhandler.h
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#define _ITEM_WEAPON 0
#define _ITEM_ARMOR 1
#define _ITEM_ACCESSORY 2
#define _ITEM_ETC 3
#define _ITEM_GOLD 10
class CMapItem
{
public:
LONG pItem;
char szName[41];
WORD wLooks;
BYTE btAniCount;
int nCount;
};
class CItem
{
public:
char szName[20];
WORD wStdMode;
WORD wShape;
WORD wWeight;
DWORD dwLooks;
WORD wDuraMax; // Val1
DWORD dwRSource; // Val2
DWORD dwPrice;
BYTE m_btType;
public:
int GetUpgrade(int nCount, int nRandom);
virtual void GetStandardItem(_LPTCLIENTITEMRCD lpClientItemRcd) = 0;
virtual void UpgradeRandomItem(_LPTMAKEITEMRCD lpMakeItemRcd) = 0;
virtual void GetUpgradeStdItem(_LPTCLIENTITEMRCD lpClientItemRcd, _LPTUSERITEMRCD lpUserItemRcd) = 0;
};
class CStdItem : public CItem
{
public:
CStdItem() {};
virtual void GetStandardItem(_LPTCLIENTITEMRCD lpClientItemRcd);
virtual void UpgradeRandomItem(_LPTMAKEITEMRCD lpMakeItemRcd) {};
virtual void GetUpgradeStdItem(_LPTCLIENTITEMRCD lpClientItemRcd, _LPTUSERITEMRCD lpUserItemRcd) {};
};
class CStdItemSpecial : public CItem
{
public:
BYTE btType;
WORD wAniCount;
WORD wSource;
BYTE wAC; // Defence
BYTE wAC2; // Defence Max
BYTE wMAC; // Magic Defence
BYTE wMAC2; // Magic Defence Max
BYTE wDC; // Attack
BYTE wDC2; // Attack Max
BYTE wMC; // Magic
BYTE wMC2; // Magic Max
BYTE wSC; // Soul
BYTE wSC2; // Soul Max
BYTE m_btWater;
BYTE m_btWater2;
BYTE m_btFire;
BYTE m_btFire2;
BYTE m_btWind;
BYTE m_btWind2;
BYTE m_btLight;
BYTE m_btLight2;
BYTE m_btEarth;
BYTE m_btEarth2;
WORD wNeed;
WORD wNeedLevel;
DWORD dwStock;
DWORD dwFeature;
public:
CStdItemSpecial();
void ApplyItemParameters(CObjectAddAbility *m_pAddAbility);
void UpgradeRandomItem(BYTE* btValue, WORD &nDura, WORD &nDuraMax);//_LPTMAKEITEMRCD lpMakeItemRcd)
virtual void GetStandardItem(_LPTCLIENTITEMRCD lpClientItemRcd);
// virtual void UpgradeRandomItem(_LPTMAKEITEMRCD lpMakeItemRcd);
virtual void GetUpgradeStdItem(_LPTCLIENTITEMRCD lpClientItemRcd, _LPTUSERITEMRCD lpUserItemRcd);
};
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