Move git root from Client/ to src/ to track all source code: - Client: Game client source (moved to Client/Client/) - Server: Game server source - GameTools: Development tools - CryptoSource: Encryption utilities - database: Database scripts - Script: Game scripts - rylCoder_16.02.2008_src: Legacy coder tools - GMFont, Game: Additional resources 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
107 lines
3.7 KiB
C++
107 lines
3.7 KiB
C++
#ifndef _CITEM_MGR_H_
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#define _CITEM_MGR_H_
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#define g_ItemMgr Item::CItemMgr::GetInstance()
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#include <vector>
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#include <map>
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#include "ItemStructure.h"
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// ----------------------------------------------------------------------------
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// class : CItemMgr ( must use in single thread )
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// 아이템 스크립트를 로딩하고, 저장하고, 새 아이템을 생성하는 등의 역할을 한다.
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namespace Item
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{
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// 전방 참조
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class CItem;
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class CItemMgr
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{
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public:
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static CItemMgr& GetInstance();
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typedef std::map<ItemType::Type, unsigned char> RuneItemCnt;
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// ----------------------------------------------------------------------------
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// 아이템 스크립트 (ItemScript.txt)
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bool LoadItemProtoType(const char* szFileName = NULL);
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bool LoadItemProtoTypeBinary(const char* szFileNameBinary = NULL);
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bool SaveItemProtoTypeBinary(const char* szFileNameBinary = NULL, const char* szTrashFile = NULL);
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const ItemInfo* GetItemInfo(unsigned short usProtoTypeID);
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const ItemInfo* GetItemInfoFromItemName(const char* szItemName);
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const ItemInfo* GetItemInfoFromEquipName(const char* szEquipName);
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const char* GetEquipName(const unsigned short usItemProtoTypeID);
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const unsigned short GetItemIDFromSkillID(const unsigned short usSkill_ID, const unsigned short unSkill_LockCount);
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const unsigned short GetDropItem(const Item::ItemType::Type eItemType, const unsigned char cLevel);
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const unsigned short GetRingDropItem(const unsigned char cLevel, const unsigned char cGrade); //--//
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const unsigned short GetNecklaceDropItem(const unsigned char cLevel, const unsigned char cGrade); //--//
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const unsigned short GetRuneDropItem(const unsigned char cLevel, const unsigned char cGrade); //--//
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void PrintDropListByLevel(void);
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void PrintRingDropListByLevel(void); //--//
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void PrintNecklaceDropListByLevel(void); //--//
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void PrintRuneDropListByLevel(void); //--//
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// ----------------------------------------------------------------------------
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// 아이템 합성 스크립트 (ChemicalInfo.txt)
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bool LoadItemChemical(const char* szFileName = NULL);
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bool LoadItemChemicalBinary(const char* szFileNameBinary = NULL);
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bool SaveItemChemicalBinary(const char* szFileNameBinary = NULL, const char* szTrashFile = NULL);
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unsigned char GetChemicalResult(ChemicalInfo& chemical);
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// ----------------------------------------------------------------------------
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// 아이템 보상 스크립트 (SpeacialCompensation.txt)
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bool LoadItemSpeacialCompensation(const char* szFileName = NULL);
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bool LoadItemSpeacialCompensationBinary(const char* szFileNameBinary = NULL);
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bool SaveItemSpeacialCompensationBinary(const char* szFileNameBinary = NULL, const char* szTrashFile = NULL);
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unsigned short GetCompensationItem(unsigned char cItemType, short wLimitValue);
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// 아이템 타입에 따른 룬 소켓 쵀대값.
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unsigned char GetMaxRuneSocket(ItemType::Type type);
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private:
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CItemMgr();
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~CItemMgr();
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void DestoryItemInfo(void);
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void DestoryChemical(void);
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void DestoryCompensation(void);
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static const char* ms_szChemicalScriptFileName;
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static const char* ms_szSpeacialCompensationFileName;
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static CItemMgr ms_this;
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size_t m_nItemNum;
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ItemInfo* m_ItemInfoArray;
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typedef std::vector<unsigned short> ItemIDVector;
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ItemIDVector m_vecDropListByLevel[Creature::MONSTER_MAX_LEVEL];
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ItemIDVector m_vecRingDropListByLevel[Creature::MONSTER_MAX_LEVEL][EquipType::MAX_GRADE]; //--//
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ItemIDVector m_vecNecklaceDropListByLevel[Creature::MONSTER_MAX_LEVEL][EquipType::MAX_GRADE]; //--//
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ItemIDVector m_vecRuneDropListByLevel[Creature::MONSTER_MAX_LEVEL][EquipType::MAX_GRADE]; //--//
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ItemIDVector m_vecCompensation[Compensation::MAX_CASE];
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size_t m_nChemicalNum;
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ChemicalInfo* m_ChemicalArray;
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RuneItemCnt m_mapRuneItemCnt; // 룬 아이템 최대 개수.
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};
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}
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#endif |