/*
* The Mana Client
* Copyright (C) 2004-2009 The Mana World Development Team
* Copyright (C) 2009-2010 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 <http://www.gnu.org/licenses/>.
*/
#ifndef ITEMINFO_H
#define ITEMINFO_H
#include "being.h"
#include "resources/spritedef.h"
#include <map>
#include <string>
#include <vector>
enum EquipmentSoundEvent
{
EQUIP_EVENT_STRIKE = 0,
EQUIP_EVENT_HIT
};
enum EquipmentSlot
{
// Equipment rules:
// 1 Brest equipment
EQUIP_TORSO_SLOT = 0,
// 1 arms equipment
EQUIP_ARMS_SLOT = 1,
// 1 head equipment
EQUIP_HEAD_SLOT = 2,
// 1 legs equipment
EQUIP_LEGS_SLOT = 3,
// 1 feet equipment
EQUIP_FEET_SLOT = 4,
// 2 rings
EQUIP_RING1_SLOT = 5,
EQUIP_RING2_SLOT = 6,
// 1 necklace
EQUIP_NECKLACE_SLOT = 7,
// Fight:
// 2 one-handed weapons
// or 1 two-handed weapon
// or 1 one-handed weapon + 1 shield.
EQUIP_FIGHT1_SLOT = 8,
EQUIP_FIGHT2_SLOT = 9,
// Projectile:
// this item does not amount to one, it only indicates the chosen projectile.
EQUIP_PROJECTILE_SLOT = 10
};
/**
* Enumeration of available Item types.
*/
enum ItemType
{
ITEM_UNUSABLE = 0,
ITEM_USABLE,
ITEM_EQUIPMENT_ONE_HAND_WEAPON,
ITEM_EQUIPMENT_TWO_HANDS_WEAPON,
ITEM_EQUIPMENT_TORSO,
ITEM_EQUIPMENT_ARMS, // 5
ITEM_EQUIPMENT_HEAD,
ITEM_EQUIPMENT_LEGS,
ITEM_EQUIPMENT_SHIELD,
ITEM_EQUIPMENT_RING,
ITEM_EQUIPMENT_NECKLACE, // 10
ITEM_EQUIPMENT_FEET,
ITEM_EQUIPMENT_AMMO,
ITEM_EQUIPMENT_CHARM,
ITEM_SPRITE_RACE,
ITEM_SPRITE_HAIR // 15
};
/**
* Defines a class for storing item infos. This includes information used when
* the item is equipped.
*/
class ItemInfo
{
public:
/**
* Constructor.
*/
ItemInfo():
mType(ITEM_UNUSABLE),
mWeight(0),
mView(0),
mId(0),
mDrawBefore(-1),
mDrawAfter(-1),
mDrawPriority(0),
mAttackAction(SpriteAction::INVALID),
mAttackRange(0)
{
}
void setId(int id)
{ mId = id; }
int getId() const
{ return mId; }
void setName(const std::string &name)
{ mName = name; }
const std::string &getName() const
{ return mName; }
void setParticleEffect(const std::string &particleEffect)
{ mParticle = particleEffect; }
std::string getParticleEffect() const { return mParticle; }
void setDisplay(SpriteDisplay display)
{ mDisplay = display; }
const SpriteDisplay &getDisplay() const
{ return mDisplay; }
void setDescription(const std::string &description)
{ mDescription = description; }
const std::string &getDescription() const
{ return mDescription; }
void setEffect(const std::string &effect)
{ mEffect = effect; }
const std::string &getEffect() const { return mEffect; }
void setType(ItemType type)
{ mType = type; }
ItemType getType() const
{ return mType; }
void setWeight(int weight)
{ mWeight = weight; }
int getWeight() const
{ return mWeight; }
int getView() const
{ return mView; }
void setView(int view)
{ mView = view; }
void setSprite(const std::string &animationFile, Gender gender)
{ mAnimationFiles[gender] = animationFile; }
const std::string &getSprite(Gender gender) const;
void setAttackAction(std::string attackAction);
// Handlers for seting and getting the string used for particles when attacking
void setMissileParticle(std::string s) { mMissileParticle = s; }
std::string getMissileParticle() const { return mMissileParticle; }
std::string getAttackAction() const
{ return mAttackAction; }
int getAttackRange() const
{ return mAttackRange; }
void setAttackRange(int r)
{ mAttackRange = r; }
void addSound(EquipmentSoundEvent event, const std::string &filename);
const std::string &getSound(EquipmentSoundEvent event) const;
int getDrawBefore() const
{ return mDrawBefore; }
void setDrawBefore(int n)
{ mDrawBefore = n; }
int getDrawAfter() const
{ return mDrawAfter; }
void setDrawAfter(int n)
{ mDrawAfter = n; }
int getDrawPriority() const
{ return mDrawPriority; }
void setDrawPriority(int n)
{ mDrawPriority = n; }
std::map<int, int> getTags() const
{ return mTags; }
void addTag(int tag)
{ mTags[tag] = 1; }
protected:
SpriteDisplay mDisplay; /**< Display info (like icon) */
std::string mName;
std::string mDescription; /**< Short description. */
std::string mEffect; /**< Description of effects. */
ItemType mType; /**< Item type. */
std::string mParticle; /**< Particle effect used with this item */
int mWeight; /**< Weight in grams. */
int mView; /**< Item ID of how this item looks. */
int mId; /**< Item ID */
int mDrawBefore;
int mDrawAfter;
int mDrawPriority;
// Equipment related members.
/** Attack type, in case of weapon.
* See SpriteAction in spritedef.h for more info.
* Attack action sub-types (bow, sword, ...) are defined in items.xml.
*/
std::string mAttackAction;
int mAttackRange; /**< Attack range, will be zero if non weapon. */
// Particle to be shown when weapon attacks
std::string mMissileParticle;
/** Maps gender to sprite filenames. */
std::map <int, std::string> mAnimationFiles;
/** Stores the names of sounds to be played at certain event. */
std::map < EquipmentSoundEvent, std::vector<std::string> > mSounds;
std::map <int, int> mTags;
};
#endif