/* * The ManaPlus Client * Copyright (C) 2004-2009 The Mana World Development Team * Copyright (C) 2009-2010 The Mana Developers * Copyright (C) 2011-2013 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 RESOURCES_ITEMINFO_H #define RESOURCES_ITEMINFO_H #include "being/being.h" #include "resources/db/colordb.h" #include 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; typedef SpriteToItemMap::const_iterator SpriteToItemMapCIter; /** * Defines a class for storing item infos. This includes information used when * the item is equipped. */ class ItemInfo final { public: /** * Constructor. */ ItemInfo(); A_DELETE_COPY(ItemInfo) ~ItemInfo(); void setId(const int id) { mId = id; } int getId() const A_WARN_UNUSED { return mId; } void setName(const std::string &name) { mName = name; } const std::string &getName() const A_WARN_UNUSED { return mName; } const std::string getName(const unsigned char color) const A_WARN_UNUSED; void setParticleEffect(const std::string &particleEffect) { mParticle = particleEffect; } std::string getParticleEffect() const A_WARN_UNUSED { return mParticle; } void setDisplay(const SpriteDisplay &display) { mDisplay = display; } const SpriteDisplay &getDisplay() const A_WARN_UNUSED { return mDisplay; } void setDescription(const std::string &description) { mDescription = description; } const std::string &getDescription() const A_WARN_UNUSED { return mDescription; } const std::string getDescription(const unsigned char color) const A_WARN_UNUSED; void setEffect(const std::string &effect) { mEffect = effect; } const std::string &getEffect() const A_WARN_UNUSED { return mEffect; } void setType(const ItemType type) { mType = type; } ItemType getType() const A_WARN_UNUSED { return mType; } void setWeight(const int weight) { mWeight = weight; } int getWeight() const A_WARN_UNUSED { return mWeight; } int getView() const { return mView; } void setView(const int view) { mView = view; } void setSprite(const std::string &animationFile, const Gender gender, const int race); const std::string &getSprite(const Gender gender, const int race) const A_WARN_UNUSED; void setAttackAction(const std::string &attackAction); void setSkyAttackAction(const std::string &attackAction); void setWaterAttackAction(const 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 A_WARN_UNUSED { return mMissileParticleFile; } void setHitEffectId(const int s) { mHitEffectId = s; } int getHitEffectId() const A_WARN_UNUSED { return mHitEffectId; } void setCriticalHitEffectId(const int s) { mCriticalHitEffectId = s; } int getCriticalHitEffectId() const A_WARN_UNUSED { return mCriticalHitEffectId; } void setMissEffectId(const int s) { mMissEffectId = s; } int getMissEffectId() const A_WARN_UNUSED { return mMissEffectId; } const std::string &getAttackAction() const { return mAttackAction; } const std::string &getSkyAttackAction() const { return mSkyAttackAction; } const std::string &getWaterAttackAction() const { return mWaterAttackAction; } int getAttackRange() const A_WARN_UNUSED { return mAttackRange; } void setAttackRange(const int r) { mAttackRange = r; } void addSound(const ItemSoundEvent event, const std::string &filename, const int delay); const SoundInfo &getSound(const ItemSoundEvent event) const A_WARN_UNUSED; int getDrawBefore(const int direction) const A_WARN_UNUSED; void setDrawBefore(const int direction, const int n); int getDrawAfter(const int direction) const A_WARN_UNUSED; void setDrawAfter(const int direction, int n); int getDrawPriority(const int direction) const A_WARN_UNUSED; void setDrawPriority(const int direction, const int n); void setSpriteOrder(int *const ptr, const int direction, const int n, const int def = -1) const; const std::map &getTags() const A_WARN_UNUSED { return mTags; } void addTag(const int tag) { mTags[tag] = 1; } void setRemoveSprites() { mIsRemoveSprites = true; } bool isRemoveSprites() const A_WARN_UNUSED { return mIsRemoveSprites; } void setMaxFloorOffset(const int i) { maxFloorOffset = i; } int getMaxFloorOffset() const A_WARN_UNUSED { return maxFloorOffset; } bool isRemoveItemId(int id) const A_WARN_UNUSED; void setPet(const int pet) { mPet = pet; } int getPet() const { return mPet; } /** Effects to be shown when weapon attacks - see also effects.xml */ std::string mMissileParticleFile; int getReplaceToSpriteId(int id) const A_WARN_UNUSED; std::map *addReplaceSprite(const int sprite, const int direction); const SpriteToItemMap *getSpriteToItemReplaceMap(const int directions) const A_WARN_UNUSED; std::string getDyeColorsString(const int color) const A_WARN_UNUSED; void setColorsList(const std::string &name); bool isHaveColors() const A_WARN_UNUSED { return !mColorList.empty(); } const std::string replaceColors(std::string str, const unsigned char color) const A_WARN_UNUSED; void setPickupCursor(const std::string &cursor) { return setPickupCursor(Cursor::stringToCursor(cursor)); } void setPickupCursor(const Cursor::Cursor &cursor) { mPickupCursor = cursor; } Cursor::Cursor getPickupCursor() const A_WARN_UNUSED { return mPickupCursor; } void setProtected(const bool b) { mProtected = b; } bool isProtected() const { return mProtected; } int getColorsSize() const { return mColors ? mColors->size() : 0; } std::string getColorName(const int idx) const; std::string getColor(const int idx) const; int mDrawBefore[10]; int mDrawAfter[10]; int mDrawPriority[10]; 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[10]; 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; std::string mSkyAttackAction; std::string mWaterAttackAction; 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 mSounds; std::map mTags; const std::map *mColors; std::string mColorList; int mHitEffectId; int mCriticalHitEffectId; int mMissEffectId; int maxFloorOffset; Cursor::Cursor mPickupCursor; int mPet; bool mProtected; }; #endif // RESOURCES_ITEMINFO_H