Item.pm.svn-base
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上传日期:2018-11-18
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- #########################################################################
- # OpenKore - Item object
- # Copyright (c) 2005, 2006 OpenKore Team
- #
- # This software is open source, licensed under the GNU General Public
- # License, version 2.
- # Basically, this means that you're allowed to modify and distribute
- # this software. However, if you distribute modified versions, you MUST
- # also distribute the source code.
- # See http://www.gnu.org/licenses/gpl.html for the full license.
- #
- # $Revision$
- # $Id$
- #
- #########################################################################
- ##
- # MODULE DESCRIPTION: Inventory item object
- #
- # All members in $char->inventory are of the Actor::Item class.
- package Actor::Item;
- use strict;
- use Carp::Assert;
- use Scalar::Util;
- use Time::HiRes qw(time);
- use Globals;
- use Actor;
- use base qw(Actor);
- use Utils;
- use Log qw(message error warning debug);
- use Network::Send ();
- use AI;
- use Translation;
- use overload '""' => &_toString;
- use overload '==' => &_isis;
- use overload '!=' => &_not_is;
- use overload 'eq' => &_eq;
- use overload 'ne' => &_ne;
- sub _toString {
- return $_[0]->nameString();
- }
- sub _isis {
- return Scalar::Util::refaddr($_[0]) == Scalar::Util::refaddr($_[1]);
- }
- sub _not_is {
- return !&_isis;
- }
- sub _eq {
- return UNIVERSAL::isa($_[0], 'Actor::Item') && UNIVERSAL::isa($_[1], 'Actor::Item')
- && $_[0]->{nameID} == $_[1]->{nameID};
- }
- sub _ne {
- return !&_eq;
- }
- our @slots = qw(
- topHead midHead lowHead
- leftHand rightHand
- robe armor shoes
- leftAccessory rightAccessory
- arrow
- );
- ##############################
- ### CATEGORY: Constructor
- ##############################
- ##
- # Actor::Item Actor::Item->new()
- #
- # Creates a new Actor::Item object.
- sub new {
- my $class = $_[0];
- my $self = $class->SUPER::new('Item');
- $self->{name} = 'Uninitialized Item';
- $self->{index} = 0;
- $self->{amount} = 0;
- $self->{type} = 0;
- $self->{equipped} = 0;
- $self->{identified} = 0;
- $self->{nameID} = 0;
- $self->{invIndex} = 0;
- return $self;
- }
- ##############################
- ### CATEGORY: Class Methods
- ##############################
- ##
- # Actor::Item::get(name, skipIndex, notEquipped)
- # item: can be either an object itself, an ID or a name.
- # skipIndex: tells this function to not select a certain item (used for getting another item with the same name).
- # notEquipped: 1 = not equipped item; 0 = equipped item; undef = all item
- # Returns: an Actor::Item object, or undef if not found or parameters not matched.
- #
- # Find an item in the inventory, based on the search criteria specified by the parameters.
- #
- # See also: Actor::Item::getMultiple()
- sub get {
- my ($name, $skipIndex, $notEquipped) = @_;
- return undef if (!defined $name);
- return $name if UNIVERSAL::isa($name, 'Actor::Item');
- # user supplied an inventory index
- if ($name =~ /^d+$/) {
- return $char->inventory->get($name);
- # user supplied an item name
- } else {
- my $condition;
- if ($notEquipped) {
- # making sure that $skipIndex is defined: when perl is expecting a number and gets an undef instead, it will transform that value into 0, wich is a possible invIndex here
- $condition = sub { ($_[0]->{invIndex} != $skipIndex || !defined $skipIndex) && $_[0]->{name} eq $name && !$_[0]->{equipped} };
- } elsif (!$notEquipped && defined($notEquipped)) {
- $condition = sub { ($_[0]->{invIndex} != $skipIndex || !defined $skipIndex) && $_[0]->{name} eq $name && $_[0]->{equipped} };
- } else {
- $condition = sub { ($_[0]->{invIndex} != $skipIndex || !defined $skipIndex) && $_[0]->{name} eq $name };
- }
- return $char->inventory->getByCondition($condition);
- }
- }
- ##
- # Actor::Item::getMultiple(searchPattern)
- # searchString: a search pattern.
- # Returns: an array of Actor::Item objects.
- #
- # Select one or more items in the inventory. $searchPattern has the following syntax:
- # <pre>index1,index2,...,indexN</pre>
- # You can also use '-' to indicate a range, like:
- # <pre>1-5,7,9</pre>
- sub getMultiple {
- my @temp = split /,+/, $_[0];
- my @items;
- foreach my $index (@temp) {
- if ($index =~ /(d+)-(d+)/) {
- for ($1..$2) {
- my $item = Actor::Item::get($_);
- push(@items, $item) if ($item);
- }
- } else {
- my $item = Actor::Item::get($index);
- push @items, $item if ($item);
- }
- }
- return @items;
- }
- ##
- # Actor::Item::bulkEquip(list)
- # list: a hash containing slot => item, where slot is "leftHand" or "rightHand", and item is an item identifier as recognized by Actor::Item::get().
- #
- # Equip many items in one batch.
- #
- # Example:
- # %list = (leftHand => 'Katar', rightHand => 10);
- # Actor::Item::bulkEquip(%list);
- sub bulkEquip {
- my $list = $_[0];
- return unless $list && %{$list};
- my ($item, $rightHand, $rightAccessory);
- foreach (keys %{$list}) {
- error "Wrong Itemslot specified: $_n",'Actor::Item' if (!exists $equipSlot_rlut{$_});
-
- my $skipIndex;
- $skipIndex = $rightHand if ($_ eq 'leftHand');
- $skipIndex = $rightAccessory if ($_ eq 'leftAccessory');
- $item = Actor::Item::get($list->{$_}, $skipIndex, 1);
- next unless ($item && $char->{equipment} && ($char->{equipment}{$_}{name} ne $item->{name}));
- $item->equipInSlot($_);
-
- $rightHand = $item->{invIndex} if ($_ eq 'rightHand');
- $rightAccessory = $item->{invIndex} if ($_ eq 'rightAccessory');
- }
- }
- ##
- # Actor::Item::scanConfigAndEquip(prefix)
- #
- # prefix: is used to scan for slots
- #
- # e.g.:
- # <pre>
- # $prefix = equipAuto_1
- # will equip
- # equipAuto_1_leftHand Sword
- # </pre>
- sub scanConfigAndEquip {
- my $prefix = shift;
- my %eq_list;
- debug "Scanning config and equipping: $prefixn";
- foreach my $slot (%equipSlot_lut) {
- if ($config{"${prefix}_$slot"}){
- $eq_list{$slot} = $config{"${prefix}_$slot"};
- }
- }
- bulkEquip(%eq_list) if (%eq_list);
- }
- ##
- # Actor::Item::scanConfigAndCheck(prefix)
- # prefix: is used to scan for slots.
- # Returns: whether there is a item that needs to be equipped.
- #
- # Similiar to Actor::Item::scanConfigAndEquip() but only checks if a Actor::Item needs to be equipped.
- sub scanConfigAndCheck {
- my $prefix = $_[0];
- return 0 unless $prefix;
- my $count = 0;
- foreach my $slot (values %equipSlot_lut) {
- if (exists $config{"${prefix}_$slot"}){
- my $item = Actor::Item::get($config{"${prefix}_$slot"}, undef, 1);
- $count++ if ($item && $char->{equipment} && ($char->{equipment}{$slot}{name} ne $item->{name}));
- }
- }
- return $count;
- }
- ##
- # Actor::Item::queueEquip(count)
- # count: how many items need to be equipped.
- #
- # Queues equip sequence.
- sub queueEquip {
- my $count = shift;
- return unless $count;
- $ai_v{temp}{waitForEquip} += $count;
- AI::queue('equip') unless AI::action eq 'equip';
- $timeout{ai_equip_giveup}{time} = time;
- }
- ##########
- # Maybe this Method is not needed.
- sub UnEquipByType {
- my $type = shift;
- for (my $i = 0; $i < @{$char->{'inventory'}}; $i++) {
- next if (!%{$char->{'inventory'}[$i]});
- if ($char->{'inventory'}[$i]{'equipped'} & $type) {
- $char->{'inventory'}[$i]->unequip();
- return $i;
- }
- }
- return undef;
- }
- ################################
- ### CATEGORY: Public Members
- ################################
- ##
- # String $ActorItem->{name}
- # Invariant: defined(value)
- #
- # The name for this item.
- ##
- # int $ActorItem->{index}
- # Invariant: value >= 0
- #
- # The index of this item in the inventory, as stored on the RO server. It is usually
- # used when sending item-related commands (such as 'use this item' or 'drop this item')
- # to the RO server.
- # This index does not necessarily equals the inventory index, as stored by OpenKore.
- #
- # See also: $ActorItem->{invIndex}
- ##
- # int $ActorItem->{amount}
- # Invariant: value >= 0
- #
- # The amount of this item in the inventory.
- ##
- # int $ActorItem->{type}
- # Invariant: value >= 0
- #
- # The item type (usable, unusable, armor, etc.), as defined by itemtypes.txt.
- ##
- # boolean $ActorItem->{equipped}
- #
- # Whether this item is currently equipped.
- ##
- # boolean $ActorItem->{identified}
- #
- # Whether this item is identified.
- ##
- # int $ActorItem->{nameID}
- # Invariant: value >= 0
- #
- # The ID of this item. This ID is unique for each item class.
- # Use this in combination with %items_lut to retrieve the item name.
- ##
- # int $ActorItem->{invIndex}
- #
- # The index of this item in the inventory data structure, as stored by OpenKore.
- # This index does not necessarily correspond with the index as stored by the RO server.
- #
- # See also: $ActorItem->{index}
- ##
- # Bytes $ActorItem->{takenBy}
- #
- # The ID of the actor who has taken this item. This field is set when an
- # actor picks up an item.
- ################################
- ### CATEGORY: Public Methods
- ################################
- ##
- # String $ActorItem->nameString()
- # Returns: the item name, in the form of "My Item [number of slots]".
- sub nameString {
- my $self = shift;
- return "$self->{name} ($self->{invIndex})";
- }
- ##
- # $ActorItem->equippedInSlot(slot)
- # slot: slot to check
- # Returns: wheter item is equipped in $slot
- sub equippedInSlot {
- my ($self, $slot) = @_;
- return ($self->{equipped} & $equipSlot_rlut{$slot});
- }
- #sub equippable {
- # my $self = shift;
- #}
- ##
- # void $ActorItem->equip()
- #
- # Will simply equip the item. If you want more control, use $item->equipInSlot()
- sub equip {
- my $self = shift;
- return 1 if $self->{equipped};
- $messageSender->sendEquip($self->{index}, $self->{type_equip});
- queueEquip(1);
- return 0;
- }
- ##
- # void $ActorItem->unequip()
- #
- # Unequips the item.
- sub unequip {
- my $self = shift;
- return 1 unless $self->{equipped};
- $messageSender->sendUnequip($self->{index});
- return 0;
- }
- ##
- # void $ActorItem->use([Bytes target])
- # target: ID of the target, if not set then $accountID will be used.
- #
- # Uses this item on yourself or on a target.
- sub use {
- my $self = shift;
- my $target = shift;
- return 0 unless $self->{type} <= 2;
- if (!$target || $target == $accountID) {
- $messageSender->sendItemUse($self->{index}, $accountID);
- }
- else {
- $messageSender->sendItemUse($self->{index}, $target);
- }
- return 1;
- }
- ##
- # void $ActorItem->equipInSlot(slot dontqueue)
- # slot: where item should be equipped.
- #
- # Equips item in $slot.
- sub equipInSlot {
- my ($self,$slot) = @_;
- unless (defined $equipSlot_rlut{$slot}) {
- error TF("Wrong equip slot specifiedn");
- return 1;
- }
- # return if Item is already equipped
- if ($char->{equipment}{$slot} && $char->{equipment}{$slot}{name} eq $self->{name}) {
- error TF("Inventory Item: %s is already equipped in slot: %sn", $self->{name}, $slot);
- return 1;
- }
- $messageSender->sendEquip($self->{index}, $equipSlot_rlut{$slot});
- queueEquip(1);
- return 0;
- }
- ##
- # void $ActorItem->unequipFromSlot(slot dontqueue)
- # slot: where item should be unequipped.
- #
- # Unequips item from $slot.
- sub unequipFromSlot {
- my ($self,$slot) = @_;
- unless (defined $equipSlot_rlut{$slot}) {
- error TF("Wrong equip slot specifiedn");
- return 1;
- }
- # return if no Item is equiped in this slot or if the item name does not match the given one
- if (!$char->{equipment}{$slot} || $char->{equipment}{$slot}{name} ne $self->{name}) {
- error TF("No such equipped Inventory Item: %s in slot: %sn", $self->{name}, $slot);
- return 1;
- }
- $messageSender->sendUnequip($self->{index});
- return 0;
- }
- 1;