EvEmu
0.8.4
11 September 2021
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EVE_Defines.h
Go to the documentation of this file.
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/* EVE_Defines.h
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* this file defines hard-coded values for game item classes
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* we also define C-type macros for ease of readabilty in various item conditionals
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*
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*/
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/*
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*******************************
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********* ITEM CLASSES BASED ON UniqueIdetifier (UID)
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* <0 private chat channels
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* 1 static chat channels
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* 1k temp Planet Structures (PinIDs - sent from client)
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* 100k bookmark folders ** not implemented yet
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* 350k market groups
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* 500k Factions
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* 1m NPC Corp
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* 2m1 trial-friendly chat channels
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* 3m Agent
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* 9m Universe (not sure)
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* 10m K-Space Region (Known space)
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* 11m W-Space Region (Wormhole space)
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* 12m A-Space Region (Abyssal space - not in crucible)
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* 20m K-Space Constellation
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* 20m W-Space Constellation
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* 20m A-Space Constellation
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* 30m K-Space Solar System
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* 31m W-Space Solar System
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* 32m A-Space Solar System
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* 40m Celestial (star:multiple_types,groupID=6, planet:multiple_types,groupID=7, moon:typeID=14,groupID=8; belt:typeID=15,groupID=9)
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* 50m Stargate (groupid 10)
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* 60m Stations (groupid 15, catid 3)
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* 61m Outposts ** need to put Outpost creation here @ 61m, and save in mapDenormalize table.
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* 64m Trading ** containers for trade. this is the inventory item all traded items are contained in, but separate, ofc.
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* 66m OfficeFolder
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* 68m FactoryFolder
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* 70m UniverseAsteroid ** this is NON-targetable, NON-selectable roids. deco only
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* 80m Control Bunker (to 80m1) ** not sure what this is yet
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* 81m Promenades (WIS shit)
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* 82m Planatary Districts
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* 90m PlayerCharacters (-1 = max NPC Item)
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* 98m PlayerCorps
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* 99m Alliance
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* 100m Station Office ** corp officeID. used for locationID of items in corp hangar, based on flag.
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* 110m temp SEs
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* 130m Planet Structures (PinIDs)
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* 135m Customs Offices (67253 planets) ** 1004746013567 on live
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* 140m saved DSEs, player items
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* 450m asteroid SEs
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* 500m player drones
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* 600m bookmarks - player created ** 1130462570 on live
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* 635m bookmarks - mission created ** not implemented yet
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* 650m blueprints ** not implemented yet ** 1007111250519 on live
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*** begin temp, non-saved UIDs
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* 750m npcs and jetcans used as tracking markers
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* 950m fleetIDs
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* 960m wingIDs
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* 970m squadIDs
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* 1b temp DSEs (missiles only at this time) ** 9000000000001190696 on live
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* 1b2 dungeon SEs
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* 2b1 max int32
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* 9e0 fake items
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*/
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#ifndef EVE_DEFINES_H
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#define EVE_DEFINES_H
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// defined breakPoint --doesnt work. not sure why. dont care
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#define SrvPause() do { printf("%s %d\n", __FILE__, __LINE__); getchar(); } while (0)
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// bulkdata version
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#define bulkDataBranch 4
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// bulkDataChangeID rddmmyyyy
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// where r=revision, dd=day, mm=month, yyyy=year
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#define bulkDataChangeID 107232020
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// define number of rentable offices in stations (config option later?)
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// this replaces the hard-coded count previously used in station.h
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#define maxRentableOffices 10
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// defines based on itemID, per client
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#define maxNonCapModuleSize 500
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#define minCharType 1373
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#define maxCharType 1386
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#define minEveMarketGroup 0
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#define maxStaticChannel 1000
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#define minJunkyardID 1000
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#define maxJunkyardID 1999
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#define minBMFolder 100000
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#define maxBMFolder 300000
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#define maxEveMarketGroup 350000
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#define minDustMarketGroup 350001
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#define maxDustMarketGroup 399999
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#define minFaction 500000
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#define maxFaction 999999
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#define minNPCCorporation 1000000
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#define maxNPCCorporation 1100000
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#define minAgent 3000000
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#define maxAgent 3999999
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#define npcTraderJoe 4000000
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#define minTrader 4000001
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#define maxTrader 5000000
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#define minRegion 10000000
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#define maxRegion 19999999
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#define minWHRegion 11000000
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#define maxWHRegion 11999999
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#define minConstellation 20000000
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#define maxConstellation 29999999
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#define minWHConstellation 21000000
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#define maxWHConstellation 21999999
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#define minSolarSystem 30000000
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#define maxSolarSystem 31999999
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#define minWHSolarSystem 31000000
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#define maxWHSolarSystem 31999999
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#define minValidLocation 30000000
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#define minValidShipLocation 30000000
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#define minUniverseCelestial 40000000
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#define maxUniverseCelestial 49999999
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#define minStargate 50000000
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#define maxStargate 59999999
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#define minValidCharLocation 60000000
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#define minStation 60000000
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#define maxNPCStation 60999999
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#define minOutpost 61000000
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#define maxStation 63999999
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#define minTradeCont 64000000
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#define maxTradeCont 65999999
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#define minOfficeFolder 66000000
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#define maxOfficeFolder 67999999
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#define minFactoryFolder 68000000
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#define maxFactoryFolder 69999999
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#define minUniverseAsteroid 70000000 // deco only - not targetable, no bracket in overview
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#define maxUniverseAsteroid 79999999
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#define minControlBunker 80000000 // not sure what this is yet.
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#define maxControlBunker 80099999
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#define maxNPCItem 89999999
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#define minCharacter 90000000 // client NPC def ends here
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#define maxCharacter 97999999
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#define minPCCorporation 98000000 // player corps start here
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#define minAlliance 99000000 // alliances start here
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#define minOffice 100000000
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#define maxOffice 109999999
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#define minTempItemID 110000000
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#define minPIStructure 130000000 // Planet Structures
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#define minCustomsOffice 135000000
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#define minPlayerItem 140000000
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#define maxPlayerItem 300000000
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#define minAsteroidItem 450000000
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#define minDroneItem 500000000
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#define minBookmark 600000000
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#define minMissionBookmark 635000000
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#define minBlueprint 650000000
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#define minNPC 750000000
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#define maxNPC 760000000
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#define minFleet 950000000
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#define maxFleet 959000000
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#define minWing 960000000
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#define maxWing 969000000
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#define minSquad 970000000
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#define maxSquad 979000000
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#define minMissile 1000000000
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#define minDungeon 1200000000
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#define maxEveItem 2147483647 // max int32
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#define maxHangarCapy 9000000000000000
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#define minFakeItem 9000000000000000000 // min missileID on live. not needed here?
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// DSTLOCALBALLS = 0x0C0000000h (3,221,225,472 decimal) unknown where this is from
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// static defines to ease code checks
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#define STATION_OFFICE_OFFSET 6000000
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#define TEMP_ENTITY_ID 110000000
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#define PLANET_PIN_ID 130000000
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#define ASTEROID_ID 450000000
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#define DRONE_ID 500000000
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#define NPC_ID 750000000
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#define FLEET_ID 950000000
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#define WING_ID 960000000
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#define SQUAD_ID 970000000
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#define MISSILE_ID 1000000000
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#define DUNGEON_ID 1200000000
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#define MAX_SHORT_ID 2147483647
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#define MAX_LONG_ID 9223372036854775807 // max int64.
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// defines based on UID
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#define IsTempPinID(pinID) \
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(pinID <= 1000)
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#define IsStaticChannel(itemID) \
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((itemID >= 1) && (itemID <= maxStaticChannel))
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#define IsCharType(typeID) \
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((typeID >= minCharType) && (typeID <= maxCharType))
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#define IsWreckTypeID(typeID) \
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((typeID > 26467) && (typeID < 30826))
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#define IsCharacterID(itemID) \
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((itemID >= minCharacter) && (itemID <= maxCharacter))
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#define IsValidLocation(itemID) \
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((IsSolarSystemID(itemID)) \
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or (IsRegionID(itemID)) \
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or (IsStationID(itemID)))
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#define IsValidOwner(itemID) \
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((itemID == 1) || ((itemID >= minNPCCorporation) && (itemID <= maxNPCCorporation)) \
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|| ((itemID >= minPCCorporation) && (itemID < minAlliance)) \
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|| ((itemID >= minCharacter) && (itemID <= maxCharacter)))
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#define IsCharacterLocation(itemID) \
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(itemID >= minValidCharLocation)
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#define IsContainerLocation(itemID) \
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(itemID >= minValidShipLocation)
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#define IsFleetID(itemID) \
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((itemID >= minFleet) && (itemID < maxFleet))
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#define IsWingID(itemID) \
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((itemID >= minWing) && (itemID < maxWing))
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#define IsSquadID(itemID) \
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((itemID >= minSquad) && (itemID < maxSquad))
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#define IsCorp(itemID) \
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(((itemID >= minNPCCorporation) && (itemID <= maxNPCCorporation)) \
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|| ((itemID >= minPCCorporation) && (itemID < minAlliance)))
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#define IsNPCCorp(itemID) \
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((itemID >= minNPCCorporation) && (itemID < maxNPCCorporation))
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#define IsPlayerCorp(itemID) \
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((itemID >= minPCCorporation) && (itemID < minAlliance))
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#define IsAlliance(itemID) \
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((itemID >= minAlliance) && (itemID < minOffice))
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#define IsAgent(itemID) \
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((itemID >= minAgent) && (itemID < maxAgent))
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#define IsFaction(itemID) \
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((itemID >= minFaction) && (itemID < maxFaction))
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#define IsOfficeID(itemID) \
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((itemID >= minOffice) && (itemID < minTempItemID))
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#define IsPlayerItem(itemID) \
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((itemID > minPlayerItem) && (itemID < maxPlayerItem))
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#define IsAsteroidID(itemID) \
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((itemID >= minAsteroidItem) && (itemID < minDroneItem))
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#define IsDrone(itemID) \
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((itemID >= minDroneItem) && (itemID < minBookmark))
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// this covers all static items
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#define IsStaticItem(itemID) \
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(itemID <= maxNPCItem)
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// this covers ALL static celestial-type items
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#define IsStaticMapItem(itemID) \
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((itemID >= minRegion) && (itemID < maxNPCItem))
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#define IsRegionID(itemID) \
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((itemID >= minRegion) && (itemID < minConstellation))
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#define IsConstellationID(itemID) \
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((itemID >= minConstellation) && (itemID < minSolarSystem))
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#define IsSolarSystemID(itemID) \
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((itemID >= minSolarSystem) && (itemID < maxSolarSystem))
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#define IsWSpaceID(itemID) \
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((itemID >= minWHSolarSystem) && (itemID < maxWHSolarSystem))
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#define IsKSpaceID(itemID) \
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((itemID >= minSolarSystem) && (itemID < minWHSolarSystem))
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#define IsCelestialID(itemID) \
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((itemID >= minUniverseCelestial) && (itemID < minStargate))
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#define IsStargateID(itemID) \
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((itemID >= minStargate) && (itemID < minStation))
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#define IsStationID(itemID) \
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((itemID >= minStation) && (itemID < minTradeCont))
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#define IsNPCStation(itemID) \
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((itemID >= minStation) && (itemID < minOutpost))
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#define IsNPC(itemID) \
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((itemID >= minNPC) && (itemID <= maxNPC))
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#define IsOutpost(itemID) \
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((itemID >= minOutpost) && (itemID < minTradeCont))
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#define IsTrading(itemID) \
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((itemID >= minTradeCont) && (itemID < minOfficeFolder))
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#define IsOfficeFolder(itemID) \
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((itemID >= minOfficeFolder) && (itemID < minFactoryFolder))
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#define IsFactoryFolder(itemID) \
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((itemID >= minFactoryFolder) && (itemID < minUniverseAsteroid))
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#define IsUniverseAsteroid(itemID) \
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((itemID >= minUniverseAsteroid) && (itemID < minControlBunker))
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#define IsControlBunker(itemID) \
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((itemID >= minControlBunker) and (itemID < 80100000))
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#define IsScenarioItem(itemID) \
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((itemID > minCharacter) && (itemID < minPlayerItem))
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#define IsFakeItem(itemID) \
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(itemID >= minFakeItem)
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#define IsValidTarget(itemID) \
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(((itemID >= minOutpost) && (itemID <= maxStation)) \
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|| ((itemID >= minControlBunker) && (itemID <= maxNPCItem)) \
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|| ((itemID >= minTempItemID) && (itemID <= minPIStructure)) \
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|| (itemID >= minCustomsOffice))
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#define IsTempItem(itemID) \
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((itemID >= minTempItemID) && (itemID < minPIStructure))
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#define IsCargoHoldFlag(flag) \
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((flag == flagCargoHold) || (flag == flagSecondaryStorage) || (flag == flagShipHangar) \
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|| ((flag >= flagFuelBay) && (flag <= flagAmmoHold)))
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#define IsSpecialHoldFlag(flag) \
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((flag == flagSecondaryStorage) || (flag == flagShipHangar) \
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|| ((flag >= flagFuelBay) && (flag <= flagAmmoHold)))
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#define IsHangarFlag(flag) \
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((flag == flagHangar) || ((flag >= flagCorpHangar2) && (flag <= flagCorpHangar7)))
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#define IsOfficeFlag(flag) \
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((flag >= flagCorpMarket) && (flag <= flagProperty))
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#define IsModuleSlot(flag) \
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(((flag >= flagLowSlot0) && (flag <= flagHiSlot7)) \
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|| ((flag >= flagRigSlot0) && (flag <= flagRigSlot7)) \
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|| ((flag >= flagSubSystem0) && (flag<=flagSubSystem7)))
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#define IsFittingSlot(flag) \
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((flag >= flagLowSlot0) && (flag <= flagHiSlot7))
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#define IsHiSlot(flag) \
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((flag >= flagHiSlot0) && (flag <= flagHiSlot7))
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#define IsMidSlot(flag) \
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((flag >= flagMidSlot0) && (flag <= flagMidSlot7))
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#define IsLowSlot(flag) \
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((flag >= flagLowSlot0) && (flag <= flagLowSlot7))
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#define IsRigSlot(flag) \
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((flag >= flagRigSlot0) && (flag <= flagRigSlot7))
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#define IsSubSystem(flag) \
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((flag >= flagSubSystem0) && (flag <= flagSubSystem7))
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#define IsCash(key) \
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((key >= 1000) && (key <= 1006))
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#define IsAUR(key) \
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((key >= 1200) && (key <= 1206))
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#define IsDustKey(key) \
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(key >= 10000)
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#define FlagToSlot(flag) \
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(flag - flagSlotFirst)
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#define SlotToFlag(slot) \
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((EVEItemFlags)(flagSlotFirst + slot))
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#define IsDScanImmune(itemID) \
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(((itemID >= minNPC) && (itemID <= maxNPC)) \
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|| ((itemID >= minTempItemID) && (itemID < minPIStructure)) \
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#define IsTraderJoe(itemID) \
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(itemID == npcTraderJoe)
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#define IsTrader(itemID) \
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(((itemID >= minTrader) && (itemID <= maxTrader))
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/*
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def IsJunkLocation(locationID):
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if locationID >= 2000:
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return 0
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elif locationID in (6, 8, 10, 23, 25):
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return 1
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elif locationID > 1000 and locationID < 2000:
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return 1
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else:
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return 0
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*/
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#endif //EVE_DEFINES_H
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EVE_Defines.h
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