/*
* The Mana World
* Copyright 2004 The Mana World Development Team
*
* This file is part of The Mana World.
*
* The Mana World 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.
*
* The Mana World 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 The Mana World; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* $Id$
*/
#ifndef _TMW_ITEMINFO_H_
#define _TMW_ITEMINFO_H_
#include <map>
#include <string>
#include <vector>
#include "spritedef.h"
class Image;
enum EquipmentSoundEvent
{
EQUIP_EVENT_STRIKE,
EQUIP_EVENT_HIT
};
/**
* Defines a class for storing item infos. This includes information used when
* the item is equipped.
*/
class ItemInfo
{
public:
/**
* Constructor.
*/
ItemInfo():
mImageName(""),
mImage(NULL),
mType(0),
mWeight(0),
mView(0),
mSlot(0),
mAttackType(ACTION_DEFAULT)
{
}
/**
* Destructor.
*/
~ItemInfo();
void setName(const std::string &name)
{ mName = name; }
const std::string& getName() const
{ return mName; }
void setImage(const std::string &image);
Image* getImage() const
{ return mImage; }
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(short type)
{ mType = type; }
short getType() const
{ return mType; }
void setWeight(short weight)
{ mWeight = weight; }
short getWeight() const
{ return mWeight; }
void setView(int view)
{ mView = view; }
void setSlot(char slot)
{ mSlot = slot; }
char getSlot() const
{ return mSlot; }
void setSprite(const std::string &animationFile, int gender)
{ mAnimationFiles[gender] = animationFile; }
const std::string& getSprite(int gender) const;
void setAttackType(const std::string &attackType);
const SpriteAction getAttackType() const
{ return mAttackType; }
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. */
/* TODO (BL): I do not think the item info should keep a reference to
* the item icon. It would probably be better if this was kept in the
* Item class, so that the images can be lazily instantiated and also
* unloaded when no longer used.
*/
Image *mImage; /**< The loaded icon image. */
std::string mName;
std::string mDescription; /**< Short description. */
std::string mEffect; /**< Description of effects. */
short mType; /**< Item type (never used). */
short mWeight; /**< Weight in grams. */
int mView; /**< Item ID of how this item looks. */
// Equipment related members
char mSlot; /**< Equipment slot. */
SpriteAction mAttackType; /**< Attack type, in case of 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