/* * The ManaPlus Client * Copyright (C) 2004-2009 The Mana World Development Team * Copyright (C) 2009-2010 The Mana Developers * Copyright (C) 2011-2012 The ManaPlus Developers * * This file is part of The ManaPlus 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 . */ #ifndef ITEMINFO_H #define ITEMINFO_H #include "being.h" #include "resources/colordb.h" #include "resources/spritedef.h" #include #include #include #include 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 }; // sprite, typedef std::map > SpriteToItemMap; /** * Defines a class for storing item infos. This includes information used when * the item is equipped. */ class ItemInfo { public: /** * Constructor. */ ItemInfo(); // ItemInfo(ItemInfo &info); ~ItemInfo(); 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; } const std::string getName(unsigned char color) const; 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; } const std::string getDescription(unsigned char color) const; 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 setMissileParticleFile(const std::string &s) { mMissileParticleFile = s; } const std::string &getMissileParticleFile() const { return mMissileParticleFile; } void setHitEffectId(int s) { mHitEffectId = s; } int getHitEffectId() const { return mHitEffectId; } void setCriticalHitEffectId(int s) { mCriticalHitEffectId = s; } int getCriticalHitEffectId() const { return mCriticalHitEffectId; } const 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(int direction) const; void setDrawBefore(int direction, int n); int getDrawAfter(int direction) const; void setDrawAfter(int direction, int n); int getDrawPriority(int direction) const; void setDrawPriority(int direction, int n); void setSpriteOrder(int *ptr, int direction, int n, int def = -1); std::map getTags() const { return mTags; } void addTag(int tag) { mTags[tag] = 1; } void setRemoveSprites() { mIsRemoveSprites = true; } bool isRemoveSprites() const { return mIsRemoveSprites; } bool isRemoveItemId(int id) const; /** Effects to be shown when weapon attacks - see also effects.xml */ std::string mMissileParticleFile; int getReplaceToSpriteId(int id) const; std::map *addReplaceSprite(int sprite, int direction); SpriteToItemMap *getSpriteToItemReplaceMap(int directions) const; std::string getDyeString(int color) const; std::string getDyeColorsString(int color) const; void setColorsList(std::string name); bool isHaveColors() const { return !mColorList.empty(); } const std::string replaceColors(std::string str, unsigned char color) const; int mDrawBefore[9]; int mDrawAfter[9]; int mDrawPriority[9]; 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 */ bool mIsRemoveSprites; // sprite, [direction] SpriteToItemMap *mSpriteToItemReplaceMap[9]; std::vector mSpriteToItemReplaceList; // 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 mAnimationFiles; /** Stores the names of sounds to be played at certain event. */ std::map < EquipmentSoundEvent, std::vector > mSounds; std::map mTags; std::map *mColors; std::string mColorList; int mHitEffectId; int mCriticalHitEffectId; }; #endif