/*
* The Mana Client
* Copyright (C) 2008-2009 The Mana World Development Team
* Copyright (C) 2009-2025 The Mana Developers
*
* This file is part of The Mana Client.
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see .
*/
#include "statuseffectdb.h"
bool StatusEffectDB::mLoaded = false;
std::map StatusEffectDB::mStatusEffects;
StatusEffectDB::OptionsMap StatusEffectDB::mOpt0ToIdMap;
StatusEffectDB::OptionsMap StatusEffectDB::mOpt1ToIdMap;
StatusEffectDB::OptionsMap StatusEffectDB::mOpt2ToIdMap;
StatusEffectDB::OptionsMap StatusEffectDB::mOpt3ToIdMap;
const StatusEffect *StatusEffectDB::getStatusEffect(int id)
{
auto it = mStatusEffects.find(id);
if (it == mStatusEffects.end())
return nullptr;
return &it->second;
}
void StatusEffectDB::init()
{
if (mLoaded)
unload();
}
void StatusEffectDB::readStatusEffectNode(XML::Node node, const std::string &/* filename */)
{
const int id = node.getProperty("id", -1);
const int opt0 = node.getProperty("option", 0);
const int opt1 = node.getProperty("opt1", 0);
const int opt2 = node.getProperty("opt2", 0);
const int opt3 = node.getProperty("opt3", 0);
if (opt0 != 0 && opt0 <= UINT16_MAX)
mOpt0ToIdMap[opt0] = id;
if (opt1 != 0 && opt1 <= UINT16_MAX)
mOpt1ToIdMap[opt1] = id;
if (opt2 != 0 && opt2 <= UINT16_MAX)
mOpt2ToIdMap[opt2] = id;
if (opt3 != 0 && opt3 <= UINT16_MAX)
mOpt3ToIdMap[opt3] = id;
auto &effect = mStatusEffects[id];
node.attribute("name", effect.name);
node.attribute("start-message", effect.start.message);
node.attribute("start-audio", effect.start.sfx);
node.attribute("start-particle", effect.start.particleEffect);
// For now we don't support separate particle effect for "already applied"
// status effects.
if (effect.start.particleEffect.empty())
node.attribute("particle", effect.start.particleEffect);
node.attribute("end-message", effect.end.message);
node.attribute("end-audio", effect.end.sfx);
node.attribute("end-particle", effect.end.particleEffect);
node.attribute("icon", effect.icon);
node.attribute("persistent-particle-effect", effect.persistentParticleEffect);
}
void StatusEffectDB::checkStatus()
{
mLoaded = true;
}
void StatusEffectDB::unload()
{
if (!mLoaded)
return;
mStatusEffects.clear();
mLoaded = false;
}