/*
* The Mana Client
* Copyright (C) 2004-2009 The Mana World Development Team
* Copyright (C) 2009-2012 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,
EQUIP_EVENT_HIT
};
/**
* Enumeration of available Item types.
* TODO: Dynamise this using an xml.
*/
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
};
namespace TmwAthena {
class TaItemDB;
}
namespace ManaServ {
class ManaServItemDB;
}
/**
* Defines a class for storing generic item infos.
* Specialized version for one or another protocol are defined below.
*/
class ItemInfo
{
friend class ItemDB;
friend void loadSpriteRef(ItemInfo *itemInfo, xmlNodePtr node);
friend class TmwAthena::TaItemDB;
friend class ManaServ::ManaServItemDB;
public:
ItemInfo():
mAttackAction(SpriteAction::INVALID)
{
}
int getId() const
{ return mId; }
const std::string &getName() const
{ return mName; }
std::string getParticleEffect() const
{ return mParticle; }
const SpriteDisplay &getDisplay() const
{ return mDisplay; }
const std::string &getDescription() const
{ return mDescription; }
const std::vector<std::string> &getEffect() const
{ return mEffect; }
int getWeight() const
{ return mWeight; }
const std::string &getSprite(Gender gender, int race) const;
// 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; }
const std::string &getSound(EquipmentSoundEvent event) const;
bool getEquippable() const
{ return mEquippable; }
bool getActivatable() const
{ return mActivatable; }
ItemType getItemType() const
{ return mType; }
private:
void setSprite(const std::string &animationFile,
Gender gender, int race);
void addSound(EquipmentSoundEvent event, const std::string &filename);
SpriteDisplay mDisplay; /**< Display info (like icon) */
std::string mName;
std::string mDescription; /**< Short description. */
std::vector<std::string> mEffect; /**< Description of effects. */
ItemType mType = ITEM_UNUSABLE; /**< Item type. */
std::string mParticle; /**< Particle effect used with this item */
int mWeight = 0; /**< Weight in grams. */
int mView = 0; /**< Item ID of how this item looks. */
int mId = 0; /**< Item ID */
bool mEquippable = false; /**< Whether this item can be equipped. */
bool mActivatable = false; /**< Whether this item can be activated. */
// 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;
/** Attack range, will be equal to ATTACK_RANGE_NOT_SET if no weapon. */
int mAttackRange = 0;
/** Effects to be shown when weapon attacks - see also effects.xml */
std::string mMissileParticleFile;
int mHitEffectId = 0;
int mCriticalHitEffectId = 0;
/** 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;
};
/*
* TmwAthena specialization of the itemInfo for TmwAthena
*/
namespace TmwAthena {
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,
EQUIP_VECTOR_END = 11
};
/**
* Defines a class for storing TmwAthena specific item infos.
* Specialized version for one or another protocol are defined below.
*/
class TaItemInfo: public ItemInfo
{
friend class TaItemDB;
public:
TaItemInfo()
{}
// Declare TmwAthena Specific item info here
};
} // namespace TmwAthena
namespace ManaServ {
/**
* Defines a class for storing Manaserv Specific item infos.
* Specialized version for one or another protocol are defined below.
*/
class ManaServItemInfo: public ItemInfo
{
public:
ManaServItemInfo()
{}
// Declare Manaserv Specific item info here
};
} // namespace ManaServ
#endif // ITEMINFO_H