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/*
 *  The Mana World
 *  Copyright (C) 2004  The Mana World Development Team
 *
 *  This file is part of The Mana World.
 *
 *  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, write to the Free Software
 *  Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
 */

#ifndef ITEMINFO_H
#define ITEMINFO_H

#include "resources/spritedef.h"

#include "being.h"

#include <map>
#include <string>
#include <vector>

enum EquipmentSoundEvent
{
    EQUIP_EVENT_STRIKE,
    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, //                     1
    ITEM_EQUIPMENT_ONE_HAND_WEAPON, //  2
    ITEM_EQUIPMENT_TWO_HANDS_WEAPON,//  3
    ITEM_EQUIPMENT_TORSO,//             4
    ITEM_EQUIPMENT_ARMS,//              5
    ITEM_EQUIPMENT_HEAD,//              6
    ITEM_EQUIPMENT_LEGS,//              7
    ITEM_EQUIPMENT_SHIELD,//            8
    ITEM_EQUIPMENT_RING,//              9
    ITEM_EQUIPMENT_NECKLACE,//         10
    ITEM_EQUIPMENT_FEET,//             11
    ITEM_EQUIPMENT_AMMO//              12
};

/**
 * Enumeration of available weapon's types.
 */
enum WeaponType
{
    WPNTYPE_NONE = 0,
    WPNTYPE_KNIFE,
    WPNTYPE_SWORD,
    WPNTYPE_POLEARM,
    WPNTYPE_STAFF,
    WPNTYPE_WHIP,
    WPNTYPE_BOW,
    WPNTYPE_SHOOTING,
    WPNTYPE_MACE,
    WPNTYPE_AXE,
    WPNTYPE_THROWN
};

/**
 * Defines a class for storing item infos. This includes information used when
 * the item is equipped.
 */
class ItemInfo
{
    public:
        /**
         * Constructor.
         */
        ItemInfo():
#ifdef TMWSERV_SUPPORT
            mType(ITEM_UNUSABLE),
#endif
            mWeight(0),
            mView(0),
            mAttackType(ACTION_DEFAULT)
        {
        }

        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 setImageName(const std::string &imageName)
        { mImageName = imageName; }

        const std::string &getImageName() const
        { return mImageName; }

        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; }

#ifdef TMWSERV_SUPPORT
        void setType(short type)
        { mType = type; }

        short getType() const
        { return mType; }
#else
        void setType(const std::string &type)
        { mType = type; }

        const std::string &getType() const { return mType; }
#endif

        void setWeight(short weight)
        { mWeight = weight; }

        short getWeight() const
        { return mWeight; }

        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 setWeaponType(int);

        SpriteAction getAttackType() const
        { return mAttackType; }

        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;

    protected:
        std::string mImageName;      /**< The filename of the icon image. */
        std::string mName;
        std::string mDescription;    /**< Short description. */
        std::string mEffect;         /**< Description of effects. */
#ifdef TMWSERV_SUPPORT
        char mType;                  /**< Item type. */
#else
        std::string mType;           /**< Item type. */
#endif
        std::string mParticle;       /**< Particle effect used with this item */
        short mWeight;               /**< Weight in grams. */
        int mView;                   /**< Item ID of how this item looks. */
        int mId;                     /**< Item ID */

        // Equipment related members
        SpriteAction mAttackType;    /**< Attack type, in case of weapon. */
        int mAttackRange;            /**< Attack range, will be zero if non weapon. */

        /** 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;
};

#endif